Xanathar's Guide to Everything introduced new rules for identifying spells. To identify a spell, you have to use a reaction as it's being cast, or take an action on the following turn, and make an Arcana check. Obviously, this implies that counterspell (which is cast as a reaction) must be used blind, without knowing what you're targeting. When asked, Jeremy Crawford confirmed that this was the design intent. The designers feel counterspell is too powerful if you know what you're countering ahead of time.
I'm of two minds about this. On the one hand, I like the bluff-counterbluff aspect to it: Is my opponent casting a powerful spell that I want to counter? Or is he or she bluffing with a cantrip, in hopes of burning my spell slots? And I tend to agree that counterspell is too strong if you have perfect information. However, applying this rule means slowing down combat significantly when casters are involved. You can't just announce your spell, you have to announce a spell, then wait to see if anyone tries to counter it, then say what it was. There's a whole thread on that topic here.
So, I set out to rewrite counterspell in a way that would preserve that bluff/counterbluff element, and would (roughly) maintain the intended power level, but would allow people to announce their spells. Here's what I came up with; would be interested in feedback.
Counterspell
You interrupt another spellcaster as he or she is casting a spell. If the target spell is a cantrip, it is automatically disrupted and fails. Otherwise, a contest of power takes place, as the enemy caster tries to force the spell through while you try to disrupt it. Whoever commits more power to the contest wins.
In a contest of power, you and your opponent each decide what level spell slot (minimum 1) you will lose if you are defeated. You must choose level 3 or less; your opponent must choose a level less than or equal to the slot used for the target spell. Make your choices in secret, and reveal them at the same time. Whoever chose a higher level wins the contest.
Example: The same situation, but you choose level 2 and your opponent chooses level 1. You win. Counterspell takes effect (costing a 3rd-level slot as normal) and the enemy spell fails. Your opponent gets back the slot she spent on fireball, then loses a 1st-level slot.
At higher levels: For each level above 3, you can choose a slot 1 level higher in a contest of power (so at 4th level, you can choose a slot up to level 4). Your opponent doesn't know what level slot you used to cast counterspell.
I'm of two minds about this. On the one hand, I like the bluff-counterbluff aspect to it: Is my opponent casting a powerful spell that I want to counter? Or is he or she bluffing with a cantrip, in hopes of burning my spell slots? And I tend to agree that counterspell is too strong if you have perfect information. However, applying this rule means slowing down combat significantly when casters are involved. You can't just announce your spell, you have to announce a spell, then wait to see if anyone tries to counter it, then say what it was. There's a whole thread on that topic here.
So, I set out to rewrite counterspell in a way that would preserve that bluff/counterbluff element, and would (roughly) maintain the intended power level, but would allow people to announce their spells. Here's what I came up with; would be interested in feedback.
Counterspell
You interrupt another spellcaster as he or she is casting a spell. If the target spell is a cantrip, it is automatically disrupted and fails. Otherwise, a contest of power takes place, as the enemy caster tries to force the spell through while you try to disrupt it. Whoever commits more power to the contest wins.
In a contest of power, you and your opponent each decide what level spell slot (minimum 1) you will lose if you are defeated. You must choose level 3 or less; your opponent must choose a level less than or equal to the slot used for the target spell. Make your choices in secret, and reveal them at the same time. Whoever chose a higher level wins the contest.
- If you win: The spell is disrupted and has no effect. Your opponent recovers the slot used to cast it, then loses a slot of the level he or she chose.
- If your opponent wins: The spell takes effect normally. You recover the slot used for counterspell, then lose a slot of the level you chose.
- If there is a tie: You are locked in a deadly battle of wills. You can choose to surrender. If you don't, you lose 2d6 hit points, then your opponent makes the same choice. Continue until one of you surrenders or is reduced to 0 hit points. That person loses the contest, with effects as above.
Example: The same situation, but you choose level 2 and your opponent chooses level 1. You win. Counterspell takes effect (costing a 3rd-level slot as normal) and the enemy spell fails. Your opponent gets back the slot she spent on fireball, then loses a 1st-level slot.
At higher levels: For each level above 3, you can choose a slot 1 level higher in a contest of power (so at 4th level, you can choose a slot up to level 4). Your opponent doesn't know what level slot you used to cast counterspell.
Last edited: