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<blockquote data-quote="Caliban" data-source="post: 274472" data-attributes="member: 284"><p>Bull. You just don't like the feat and thus insist on using the most broken interpretation you can think of. </p><p></p><p>If the spell gives you the option of affecting more than one target, then it doesn't specify a single target, and cannot be chained. </p><p></p><p>Greater Magic Weapon has an either/or clause. When you are casting it on a weapon you don't have the option of affecting more targets, which is why I think it can be Chained in that instance. </p><p></p><p></p><p></p><p>I think you need to read those spells again. </p><p></p><p></p><p></p><p>Those DC's are very important, especially when you are dealing with high level creatures. If you ignore the fact that most of them will make the saves against a 1st level charm spell, then it might seem potent. You need to look at the whole picture and not ignore the details you don't like. </p><p></p><p>I will admit that would be great for dealing with a gang of low-will save creatures without a fight, but that's appropriate for a 4th level spell slot. </p><p></p><p></p><p></p><p>You haven't looked at Blindness lately, have you? </p><p></p><p>Blindness is a <strong>Fort</strong> save, not a Will save. Chain blindness is a 5th level spell, and most 9th level fighter types will have +11 or +12 on their Fort saves at that point. They will only fail the secondary saves on a 1 or 2. </p><p></p><p></p><p></p><p>That is potent, but it's also an 8th level spell. By the time you can cast Chained Feeblemind you are casting 8th level spells, and your opponents will have access to things like Mind Blank, which makes you immune to it. Your non-arcane opponents will have decent will saves, and fighter types can still function while feebleminded. (At least enough to beat on you if they think their friends don't like you.) As long as the Cleric or Wizard makes it, they can help the rest of the party recover in short order. </p><p></p><p></p><p></p><p>Glitterdust is the same level as Blindness and blind multiple creatures. It also reveals invisible creatures and has a much lower duration, but it's long enough to have a major impact on a fight. (Blindness and Glitterdust are two of my favorite 2nd level spells.)</p><p></p><p>Feeblemind just sucks, even in non-Chain form. At least a spellcaster can protect themselves with Mind Blank by the time you can cast the Chained version. </p><p></p><p></p><p></p><p>And by the time you can cast Chain Blindness you will have access to area affect Dispel Magic, or can afford a potion of Remove Blindness/Deafness. </p><p></p><p></p><p></p><p>And by the time you are high enough level to face them or cast them, you can reasonably expect your opponents to have magic. </p><p></p><p></p><p></p><p>At the levels where this can happen, it won't be long term. PC's can cast, buy, or create the magic that allows you to recover from these in short order. (Chain Feeblemind is much more of a problem than Chain Blindness, but it's also an 8th level spell.)</p><p></p><p></p><p></p><p>If you don't like it, just don't allow it in your game. I think it can be an effective feat, but only with certain spells. It's not as generally useful as feats like extend, empower, quicken, etc.</p></blockquote><p></p>
[QUOTE="Caliban, post: 274472, member: 284"] Bull. You just don't like the feat and thus insist on using the most broken interpretation you can think of. If the spell gives you the option of affecting more than one target, then it doesn't specify a single target, and cannot be chained. Greater Magic Weapon has an either/or clause. When you are casting it on a weapon you don't have the option of affecting more targets, which is why I think it can be Chained in that instance. [b][/b] I think you need to read those spells again. [b][/b] Those DC's are very important, especially when you are dealing with high level creatures. If you ignore the fact that most of them will make the saves against a 1st level charm spell, then it might seem potent. You need to look at the whole picture and not ignore the details you don't like. I will admit that would be great for dealing with a gang of low-will save creatures without a fight, but that's appropriate for a 4th level spell slot. [b][/b] You haven't looked at Blindness lately, have you? Blindness is a [b]Fort[/b] save, not a Will save. Chain blindness is a 5th level spell, and most 9th level fighter types will have +11 or +12 on their Fort saves at that point. They will only fail the secondary saves on a 1 or 2. [b][/b] That is potent, but it's also an 8th level spell. By the time you can cast Chained Feeblemind you are casting 8th level spells, and your opponents will have access to things like Mind Blank, which makes you immune to it. Your non-arcane opponents will have decent will saves, and fighter types can still function while feebleminded. (At least enough to beat on you if they think their friends don't like you.) As long as the Cleric or Wizard makes it, they can help the rest of the party recover in short order. [b][/b] Glitterdust is the same level as Blindness and blind multiple creatures. It also reveals invisible creatures and has a much lower duration, but it's long enough to have a major impact on a fight. (Blindness and Glitterdust are two of my favorite 2nd level spells.) Feeblemind just sucks, even in non-Chain form. At least a spellcaster can protect themselves with Mind Blank by the time you can cast the Chained version. [b][/b] And by the time you can cast Chain Blindness you will have access to area affect Dispel Magic, or can afford a potion of Remove Blindness/Deafness. [b][/b] And by the time you are high enough level to face them or cast them, you can reasonably expect your opponents to have magic. [b][/b] At the levels where this can happen, it won't be long term. PC's can cast, buy, or create the magic that allows you to recover from these in short order. (Chain Feeblemind is much more of a problem than Chain Blindness, but it's also an 8th level spell.) [b][/B] If you don't like it, just don't allow it in your game. I think it can be an effective feat, but only with certain spells. It's not as generally useful as feats like extend, empower, quicken, etc. [/QUOTE]
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