With growing energy demands of stronger items, more powerful recharging spells
are needed every now and then. And minor chain recharge is really just a
proof-of-concept spell than really very useful one, leading to development of
this stronger version of multirecharging spell. Still, it is not deterministic,
you only declare one target and where the chain goes afterwards is out of
control. With enough bad luck, all the remaining hops would hit only
non-rechargable items. But with good luck, it can be just the other way around.
So this spell can be quite good when you can risk it.
See also:
lesser recharging ray,
chain recharge