Cheiromancer
2013-05-28, 08:46 AM
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.
The feat from Complete Arcane (p. 76) is often interpreted to mean that only one spell goes off, but with certain benefits. I don't think this interpretation is correct. There is no reference to how the decisions regarding the spell are made; where it is targeted, how variable effects are chosen (for spells like polymorph and summon monster), nor are there rules for level dependent effects like range and duration. Caster level checks are made using the higher caster level of the two casters (with a +1 bonus) but it does not say what the range, duration etc. are based on.
In other words, if there is a single combined spell results from the actions of multiple spellcasters, the feat does not provide the information needed to determine its effects.
If a separate spell is cast by each caster, information that is not specified is provided by the individual caster for his or her own spell. They can target different individuals, have different durations etc. as per the normal rules of spellcasting.
The usual objection to the 'separate effects' interpretation is that it would be over-powered if a lot of spellcasters had the feat. And of course WotC would never print an over-powered feat. Practically speaking, however, it is hard to optimize in a party. You would have to have an unusual degree of coordination in builds, and probably would need to abuse the Leadership feat as well. It is more likely that a DM will use the feat to power up the cabal of evil spellcasters- which is at should be.
tl;dr Cooperative spell is not playable if the final result is only one combined spell per cooperative casting. Therefore the spells that are cast cooperatively nonetheless have separate effects.
The feat from Complete Arcane (p. 76) is often interpreted to mean that only one spell goes off, but with certain benefits. I don't think this interpretation is correct. There is no reference to how the decisions regarding the spell are made; where it is targeted, how variable effects are chosen (for spells like polymorph and summon monster), nor are there rules for level dependent effects like range and duration. Caster level checks are made using the higher caster level of the two casters (with a +1 bonus) but it does not say what the range, duration etc. are based on.
In other words, if there is a single combined spell results from the actions of multiple spellcasters, the feat does not provide the information needed to determine its effects.
If a separate spell is cast by each caster, information that is not specified is provided by the individual caster for his or her own spell. They can target different individuals, have different durations etc. as per the normal rules of spellcasting.
The usual objection to the 'separate effects' interpretation is that it would be over-powered if a lot of spellcasters had the feat. And of course WotC would never print an over-powered feat. Practically speaking, however, it is hard to optimize in a party. You would have to have an unusual degree of coordination in builds, and probably would need to abuse the Leadership feat as well. It is more likely that a DM will use the feat to power up the cabal of evil spellcasters- which is at should be.
tl;dr Cooperative spell is not playable if the final result is only one combined spell per cooperative casting. Therefore the spells that are cast cooperatively nonetheless have separate effects.