Cooperative Spell Confusion [Archive] - Wizards Community

Post/Author/DateTimePost
Max the Immortal

06-01-06, 03:14 AM
I'm having trouble wrapping my head around this feat. The wording of the feat (as presented in Complete Arcane) is as follows:

Cooperative Spell
You can cast spells to greater effect in conjunction with the same spell cast by another individual.
Prerequisites: Any metamagic feat
Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of cooperatively cast spells and +1 to caster level checks to beat the target's spell resistance (if any), using the higher base DC and level check of either caster.
A cooperative spell uses up a spell slot of the same level as the spell's actual level.
<snip>

Now, I have a few questions:
When two casters each simultaneously cast, say, a cooperative fireball spell, how many fireballs are produced, one or two? If it's just one, I can see how it would have its uses with charm spells and save-or-die spells, but not to the extent of being worth burning a feat. If it's two, I can see how some may cry "overpowered", but bear in mind that it requires multiple people to burn feats, and casters' foes have more opportunities to attempt to disrupt the spells.

Since the feat has a +0 spell slot adjustment, do spells have to be prepared specifically with the feat? If so, can a spell prepared with the feat be cast normally solo? Wouldn't that mean that a wizard can apply this feat to all of his spells at no cost, while a sorcerer would have an increased casting time?

Can a wizard with this feat scribe a bunch of cooperative spells onto scrolls and have the party rogue use them (with UMD) to bolster his (the wizard's) spells?


I could really use the board's help deciphering this feat (or pointing me to an official clarification). For an upcoming character, this feat could be nearly useless, or fun and powerful, if unwieldy.
Max the Immortal

06-03-06, 01:19 AM
Anyone?
Muaadeeb

06-03-06, 01:29 AM
I had always assumed that the junior caster would channel their spell casting into the senior caster releasing one "buffed" spell.
runestar

06-03-06, 01:30 AM
There has been some debate over this.

Based on the description of the feat from crystalkeep, and my own personal interpretation, the result is a single spell with improved dc/caster lv etc, but multiple casters still expend the same slot each.

You can memorise all your spells as cooperative spells. I take the wording to mean that you can either cast the spell alone, or combine with another spellcaster for an improved effect. It's no big deal really for a +0 feat, since it still costs you a feat and the benefits are so minimal for the trouble you have to go through.
MachinaDeus

06-03-06, 03:07 AM
Now, I have a few questions:
When two casters each simultaneously cast, say, a cooperative fireball spell, how many fireballs are produced, one or two?

Just one spell, with the higher caster level and DC.

If it's just one, I can see how it would have its uses with charm spells and save-or-die spells, but not to the extent of being worth burning a feat.

Most people consider it to not be worth it unless it's an NPC feat, or got it to qualify for something like the Mage of the Arcane Order PrC.

Since the feat has a +0 spell slot adjustment, do spells have to be prepared specifically with the feat?

It's just like any other meta-magic feat. Prepared casters have to prepare them that way, spontaneous casters have to take the extra time to cast them.

If so, can a spell prepared with the feat be cast normally solo? Wouldn't that mean that a wizard can apply this feat to all of his spells at no cost, while a sorcerer would have an increased casting time?

Personally, I'd say that he can't cast the spell unless he's casting it with someone else, since that's the way he prepared it.

Can a wizard with this feat scribe a bunch of cooperative spells onto scrolls and have the party rogue use them (with UMD) to bolster his (the wizard's) spells?

This one I could see being a little bit troublesome, since it doesn't change the level of the spell the cost would be the same to make the spell(if done by PC's) but would cost at least double(or more) to purchase, because of the need for other spellcasters. But considering the likelyhood of a party with more than a couple of spellcasters, especially all having this feat seem rather unlikely, especially for the paltry bonus of +2 to DCs. Better off getting the Rogue a Staff, then he can emulate a higher ability score, and doesn't have to worry about standing next to the Caster. :)
tarkin

06-03-06, 05:20 PM
Only if you use a Power Gamer House Rule.

If you follow WoTC's rules: Use Magic Device is not "Fool the entire universe, letting me play as if I have X ability"

All UMD does for anyone not a Warlock (which was a stupid decision on WoTC's part) is let them activate magic items.

It can in no way be used to get more power out of the magic item then the creator put into it.
MachinaDeus

06-03-06, 07:07 PM
Only if you use a Power Gamer House Rule.

If you follow WoTC's rules: Use Magic Device is not "Fool the entire universe, letting me play as if I have X ability"

All UMD does for anyone not a Warlock (which was a stupid decision on WoTC's part) is let them activate magic items.

It can in no way be used to get more power out of the magic item then the creator put into it.


Huh. I always thought that was the entire point of UMD. Go figure. :) I mean, any skill that allows a Chaotic Evil creature to swing a Sun Blade around with no penalties sounds like it's doing a pretty good job of fooling at least a part of Universe. :)

Edit:
Better off getting the Rogue a Staff, then he can emulate a higher ability score, and doesn't have to worry about standing next to the Caster. Although, granted this isn't *technically* a valid use granted by the Emulate Ability part of the UMD skill, but I tend to run, and run in slightly looser run games. :)