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<blockquote data-quote="KarinsDad" data-source="post: 274427" data-attributes="member: 2011"><p>That is NOT what the feat states. It states:</p><p></p><p>“You can chain any spell that specifies a single target and has a range greater than touch.”</p><p></p><p>It does not state “specifies a single target and ONLY a single target”. That is your interpretation of it. If a spell specifies a single target and possibly other targets such as Dispel Magic, an equally VALID interpretation of this sentence is that you can use it when targeting a single target with the spell since the spell CAN do that.</p><p></p><p>“Any” is just as good interpretation of “specifies a single target” as “only”.</p><p></p><p></p><p></p><p>I think Chain Spell Charm and especially Chain Spell Blindness will be VERY uber against the non-spell casters in a group.</p><p></p><p>Chain Spell Charm is more potent than Mass Charm except for DCs. But, it can be cast 8 levels earlier than Mass Charm and can affects a lot more higher level creatures.</p><p></p><p>Since the damage from an Empowered spell tends to be less than the total number of hits of even most low hit point party members, failing a single Reflex save is not generally game breaking, even if multiple characters miss a save from an Empowered area effect spell.</p><p></p><p>But, having half of the team (or enemies for that matter) be blinded with one Chained Spell Blindness IS game breaking. This spell has a minimum DC of 16 (without pumping) against the first target and DC 12 against secondary targets. That means that about 45% of the first target and 25% of each subsequent target (level 11 targets with an average of +3 due to Wisdom and items) for low Will save (i.e. Barbarian, Fighter, Paladin, Ranger, Rogue) targets will fail. Most spell casters will not fail, but probably a third of the non-spell casters will fail.</p><p></p><p>Having a Chained Spell Feebleminded taking out half of your party IS game breaking. And, your arcane spell casters (i.e. bard, sorcerer, wizard) will have the same DC as the first target with this spell (unless the first target is an arcane spell caster in which case the DC is 4 higher.</p><p></p><p>The reason Blindness and Feeblemind are in the game is that they do not affect multiple characters simultaneously. Sleep and Hypnotism are the only Mass Enchantment type spells in the game below level 5 (TMK) and they have a lot of restrictions, including fellow party members getting you out of quickly with a standard action. Chain Spell Blindness and Feeblemind cannot be broken quickly without magic. Hence, the reason they are single target spells.</p><p></p><p>All of the Mass Enchantments spells can be quickly busted out of. Mind Fog, Mass Suggestion, Mass Charm, etc. But, Chain Spell Blindness and Chain Spell Feebleminded are permanent without magic.</p><p></p><p>It doesn’t sound uber to potentially have some significant portion of a party basically long termed disabled to you?</p><p></p><p>It does to me, if only due to the fact that the core game system does not have mass spells like that.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 274427, member: 2011"] That is NOT what the feat states. It states: “You can chain any spell that specifies a single target and has a range greater than touch.” It does not state “specifies a single target and ONLY a single target”. That is your interpretation of it. If a spell specifies a single target and possibly other targets such as Dispel Magic, an equally VALID interpretation of this sentence is that you can use it when targeting a single target with the spell since the spell CAN do that. “Any” is just as good interpretation of “specifies a single target” as “only”. I think Chain Spell Charm and especially Chain Spell Blindness will be VERY uber against the non-spell casters in a group. Chain Spell Charm is more potent than Mass Charm except for DCs. But, it can be cast 8 levels earlier than Mass Charm and can affects a lot more higher level creatures. Since the damage from an Empowered spell tends to be less than the total number of hits of even most low hit point party members, failing a single Reflex save is not generally game breaking, even if multiple characters miss a save from an Empowered area effect spell. But, having half of the team (or enemies for that matter) be blinded with one Chained Spell Blindness IS game breaking. This spell has a minimum DC of 16 (without pumping) against the first target and DC 12 against secondary targets. That means that about 45% of the first target and 25% of each subsequent target (level 11 targets with an average of +3 due to Wisdom and items) for low Will save (i.e. Barbarian, Fighter, Paladin, Ranger, Rogue) targets will fail. Most spell casters will not fail, but probably a third of the non-spell casters will fail. Having a Chained Spell Feebleminded taking out half of your party IS game breaking. And, your arcane spell casters (i.e. bard, sorcerer, wizard) will have the same DC as the first target with this spell (unless the first target is an arcane spell caster in which case the DC is 4 higher. The reason Blindness and Feeblemind are in the game is that they do not affect multiple characters simultaneously. Sleep and Hypnotism are the only Mass Enchantment type spells in the game below level 5 (TMK) and they have a lot of restrictions, including fellow party members getting you out of quickly with a standard action. Chain Spell Blindness and Feeblemind cannot be broken quickly without magic. Hence, the reason they are single target spells. All of the Mass Enchantments spells can be quickly busted out of. Mind Fog, Mass Suggestion, Mass Charm, etc. But, Chain Spell Blindness and Chain Spell Feebleminded are permanent without magic. It doesn’t sound uber to potentially have some significant portion of a party basically long termed disabled to you? It does to me, if only due to the fact that the core game system does not have mass spells like that. [/QUOTE]
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