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*Dungeons & Dragons
An Optional Counterspell Metagame
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<blockquote data-quote="NotAYakk" data-source="post: 9867431" data-attributes="member: 72555"><p><strong>Redirect</strong></p><p>2nd level Abjuration</p><p>60' range</p><p>Reaction to a spell being cast</p><p></p><p>In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to redirect the target of the spell. The spell's target or center of effect is changed to a random creature within the range of the spell from the caster. If the spell targets more than one creature individually, this redirects one target.</p><p></p><p>The spell caster must either be in range, or a target of the spell must be in range, for Redirect to be cast, and the spell must target individual creatures or an area; it may not target self only.</p><p></p><p>The caster may make a spellcasting attribute save to change one target to a different random creature repeatedly until they fail or are satisfied; creatures are not selected twice by this process, so eliminate them from future random selection. The DC increases by 1 for each successful save. If every possible creature is eliminated, the spell regains its original target(s).</p><p></p><p><strong>At higher levels</strong>: For each spell slot higher than 3rd, the redirecting spellcaster can eliminate one creature from the random selection, or add one additional target of the original spell to be redirected.</p><p></p><p>---</p><p></p><p><strong>Stifle</strong></p><p>1st level Abjuration</p><p>30' range</p><p>Reaction to a spell doing damage</p><p></p><p>All damage dice from the spell are replaced with d4s and rerolled unless the triggering spellcaster succeeds at a spellcasting attribute save. If they succeed on the save, only half (rounded down) of the damage dice are reduced to d4s. Until the end of the caster of the Stifle'd spells next turn, they may reroll as many damage dice as where reduced to d4s from a spell at most once per die, but must keep the new result.</p><p></p><p>The spellcaster of Stifle may reroll as many damage dice as where reduced to d4 by this spell from another spell they cast that match the damage type of dice Stifled by this spell, at most once per die, until the end of their next turn.</p><p></p><p>Either the caster of the spell being Stifled, or creatures being damaged by the spell, must be within Stifle's range (30') for Stifle to be cast.</p><p></p><p><strong>At higher levels</strong>: For every spell slot higher than 1st, one damage die done by the Stifle'd spell is eliminated instead of reduced to a d4. On a successful save, half as many damage dice are eliminated (round down).</p><p></p><p>---</p><p></p><p><strong>Counter-Magic</strong></p><p>3rd level Abjuration</p><p>30' range</p><p>Reaction to a spell doing damage</p><p></p><p>You select a spell that deals complementary damage to the one you are reacting to that you have prepared and is no more than 2nd level and can be cast as an action or bonus action and cast it without expending a spell slot. It is cast as if it was cast via a 2nd level spell slot. Creatures who are damaged by both spell effects take only damage from the higher damage spell, reduced by the damage of the lower damage spell.</p><p></p><p>The caster of the triggering spell must either be within range, or a creature damaged by the triggering spell must be in range, to cast Counter-Magic</p><p></p><p>Complementary damage types (goes both ways):</p><p>Fire <-> Cold</p><p>Thunder <-> Lightning</p><p>Radiant <-> Necrotic</p><p>Force <-> Acid</p><p>Psychic <-> Poison</p><p></p><p>For these types, the complementary damage type is to the right:</p><p>Bludgeoning -> Piercing -> Slashing -> Bludgeoning</p><p></p><p><strong>At Higher Levels</strong>: The spell you select must be lower than the level of the spell slot used to cast Counter-Magic, and it is cast as if it was cast by a spell slot 1 lower than the one used to cast Counter-Magic.</p><p></p><p>---</p><p></p><p><strong>Delay Magic</strong></p><p>2nd level Abjuration</p><p>30' range</p><p>Reaction to a spell being cast</p><p></p><p>In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to delay the effect of a spell. The triggering spellcaster must make a spellcasting attribute save. On success, the spell goes off as normal, but targets of the spell gain advantage on their saving throws. On failure, the spell effect is delayed and does not have immediate effect.</p><p></p><p>If the delayed spell is higher than 2nd level, the triggering spellcaster has advantage on all saves against this spell.</p><p></p><p>Until the delay ends, the triggering spellcaster must make concentration saves as if they are concentrating on a spell whenever they take damage would otherwise be subject to a concentration save. On failure of this saving throw, the delayed spell fizzles.</p><p></p><p>At the start of each of the triggering spellcasters turn if they have a delayed spell, they make spellcasting attribute save with a +2 bonus per round the spell has been delayed (starting with a +2). On success the delay ends; they may choose to either have the delayed spell effect occur, or fizzle the delayed spell. They may chooes new targets for their delayed spell when it goes off.</p><p></p><p><strong>At higher levels: </strong>The triggering spellcaster only has advantage if the triggering spell's level is higher than the slot used to cast Delay Magic.</p><p></p><p>---</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 9867431, member: 72555"] [B]Redirect[/B] 2nd level Abjuration 60' range Reaction to a spell being cast In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to redirect the target of the spell. The spell's target or center of effect is changed to a random creature within the range of the spell from the caster. If the spell targets more than one creature individually, this redirects one target. The spell caster must either be in range, or a target of the spell must be in range, for Redirect to be cast, and the spell must target individual creatures or an area; it may not target self only. The caster may make a spellcasting attribute save to change one target to a different random creature repeatedly until they fail or are satisfied; creatures are not selected twice by this process, so eliminate them from future random selection. The DC increases by 1 for each successful save. If every possible creature is eliminated, the spell regains its original target(s). [B]At higher levels[/B]: For each spell slot higher than 3rd, the redirecting spellcaster can eliminate one creature from the random selection, or add one additional target of the original spell to be redirected. --- [B]Stifle[/B] 1st level Abjuration 30' range Reaction to a spell doing damage All damage dice from the spell are replaced with d4s and rerolled unless the triggering spellcaster succeeds at a spellcasting attribute save. If they succeed on the save, only half (rounded down) of the damage dice are reduced to d4s. Until the end of the caster of the Stifle'd spells next turn, they may reroll as many damage dice as where reduced to d4s from a spell at most once per die, but must keep the new result. The spellcaster of Stifle may reroll as many damage dice as where reduced to d4 by this spell from another spell they cast that match the damage type of dice Stifled by this spell, at most once per die, until the end of their next turn. Either the caster of the spell being Stifled, or creatures being damaged by the spell, must be within Stifle's range (30') for Stifle to be cast. [B]At higher levels[/B]: For every spell slot higher than 1st, one damage die done by the Stifle'd spell is eliminated instead of reduced to a d4. On a successful save, half as many damage dice are eliminated (round down). --- [B]Counter-Magic[/B] 3rd level Abjuration 30' range Reaction to a spell doing damage You select a spell that deals complementary damage to the one you are reacting to that you have prepared and is no more than 2nd level and can be cast as an action or bonus action and cast it without expending a spell slot. It is cast as if it was cast via a 2nd level spell slot. Creatures who are damaged by both spell effects take only damage from the higher damage spell, reduced by the damage of the lower damage spell. The caster of the triggering spell must either be within range, or a creature damaged by the triggering spell must be in range, to cast Counter-Magic Complementary damage types (goes both ways): Fire <-> Cold Thunder <-> Lightning Radiant <-> Necrotic Force <-> Acid Psychic <-> Poison For these types, the complementary damage type is to the right: Bludgeoning -> Piercing -> Slashing -> Bludgeoning [B]At Higher Levels[/B]: The spell you select must be lower than the level of the spell slot used to cast Counter-Magic, and it is cast as if it was cast by a spell slot 1 lower than the one used to cast Counter-Magic. --- [B]Delay Magic[/B] 2nd level Abjuration 30' range Reaction to a spell being cast In response to detecting a spell being cast with a component you can perceive, or a spell with a perceptible effect going off, you attempt to delay the effect of a spell. The triggering spellcaster must make a spellcasting attribute save. On success, the spell goes off as normal, but targets of the spell gain advantage on their saving throws. On failure, the spell effect is delayed and does not have immediate effect. If the delayed spell is higher than 2nd level, the triggering spellcaster has advantage on all saves against this spell. Until the delay ends, the triggering spellcaster must make concentration saves as if they are concentrating on a spell whenever they take damage would otherwise be subject to a concentration save. On failure of this saving throw, the delayed spell fizzles. At the start of each of the triggering spellcasters turn if they have a delayed spell, they make spellcasting attribute save with a +2 bonus per round the spell has been delayed (starting with a +2). On success the delay ends; they may choose to either have the delayed spell effect occur, or fizzle the delayed spell. They may chooes new targets for their delayed spell when it goes off. [B]At higher levels: [/B]The triggering spellcaster only has advantage if the triggering spell's level is higher than the slot used to cast Delay Magic. --- Thoughts? [/QUOTE]
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An Optional Counterspell Metagame
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