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Improving counterspelling

Percivellian

First Post
In order to perhaps increase how often counterspelling shows up in our game, a fellow player and I did some brainstorming about how it could be changed to be a little easier to use. Some of the following information is already RAW, with some little clarifications thrown in. We're planning on presenting these rules to our soon-to-be-DM, but I figured I'd run them past the ENworld minds first, in case they need some ironing out.

A counterspell of equal (or higher) level and same school automatically counters successfully.
Spellcraft check 10+spell level to determine school of magic.
Spellcraft check 15+spell level to determine spell.

If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a –5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible [nothing new here]).

You must be able to clearly see and/or hear the casting in order to make a Spellcraft check. If a spell has both somatic and verbal components, and either your sight OR hearing are impaired, the Spellcraft check is made with a -5. This applies to Silenced spells (-5), Stilled spells (-5), and Silenced AND Stilled spells (can't make check). If, say, clear sight is missing, but hearing is not impaired, and the spell only has a verbal component, then no penalties apply.

You cannot counter spells with a casting time of a free action.

Meta-magic spells would also require a higher than normal level spell to counter them. For example, a Maximized Fireball would require a 6th-level evocation spell to counter, as opposed to a 3rd-level evocation spell.

Dispel magic as a counterspell would still work normally.

Are there any glaring issues/possible problems that arise out of this? As always, thank you for your input.

~Percy
 

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Dakkareth

First Post
I don't think, metamagic is considered in counterspelling.

And I'd give Improved Counterspelling to mages automatically at a certain level instead of making it a costly choice. If someone has IC already and qualifies, he can get Reactive Counterspell instead.
 

Rystil Arden

First Post
Percivellian said:
In order to perhaps increase how often counterspelling shows up in our game, a fellow player and I did some brainstorming about how it could be changed to be a little easier to use. Some of the following information is already RAW, with some little clarifications thrown in. We're planning on presenting these rules to our soon-to-be-DM, but I figured I'd run them past the ENworld minds first, in case they need some ironing out.

A counterspell of equal (or higher) level and same school automatically counters successfully.
Spellcraft check 10+spell level to determine school of magic.
Spellcraft check 15+spell level to determine spell.

If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a –5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible [nothing new here]).

You must be able to clearly see and/or hear the casting in order to make a Spellcraft check. If a spell has both somatic and verbal components, and either your sight OR hearing are impaired, the Spellcraft check is made with a -5. This applies to Silenced spells (-5), Stilled spells (-5), and Silenced AND Stilled spells (can't make check). If, say, clear sight is missing, but hearing is not impaired, and the spell only has a verbal component, then no penalties apply.

You cannot counter spells with a casting time of a free action.

Meta-magic spells would also require a higher than normal level spell to counter them. For example, a Maximized Fireball would require a 6th-level evocation spell to counter, as opposed to a 3rd-level evocation spell.

Dispel magic as a counterspell would still work normally.

Are there any glaring issues/possible problems that arise out of this? As always, thank you for your input.

~Percy
Dakkareth is correct that metamagic other than Heighten Spell should not apply for counterspelling. Your rules are out of synch with Improved Counterspell if only by the fact that it should let the same spell or any spell of the same school of higher (but not equal) level counter. Other than that, you're basically just giving everyone the Improved Counterspell feat for free.

As a DM I've found that Counterspelling is a very useful technique, but my players don't use it often (probably because the only one who could is not very defensively minded). With Mastery of Counterspelling, the crazy Archmage PC who uses metamagic rods to deal a giant attack spell has found (due to metamagic making the spell no more difficult to counter) her spell coming back to hit her.
 

Ion

Explorer
/me is fellow player mentioned above..

Well...what do I know
IMPROVED COUNTERSPELL [GENERAL]

Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal:
Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
 

Rystil Arden

First Post
Ion said:
/me is fellow player mentioned above..

Well...what do I know
Oh, you mean you guys designed it without knowing that Improved Counterspell is in the PH and SRD? Heh, well at least the similarities show that you guys are good at thinking like the game's designers when you create house rules :)
 



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