(Man, I seem to be starting a lot of threads lately...)
So, after heinously abusing a hapless NPC spellcaster last week with counterspell, I'm putting on my DM hat and trying to figure out how a spellcasting villain should deal with it. Given the relatively low DC (10 + spell level) to counter a spell from a higher level slot, and the fact that the countering caster only has to burn a reaction to negate the villain's action, it's a significant challenge. However, I'm checking my initial impulse to just house-rule counterspell. I'd rather explore what tactics can be deployed against it. I really like the idea that you can have genuine magical duels in 5E, rather than just awarding the fight to whoever wins initiative.
The first thing that comes to mind, of course, is to pack counterspells of your own; you can respond to counterspell with another counterspell, like two blue decks going at each other in Magic: The Gathering. This works great if it's one PC caster versus one villain caster (and if the villain belongs to a class that gets access to counterspell!). However, what if you have two PC casters with counterspell? The villain only gets one reaction, so can't counter them both.
Another option is globe of invulnerability. If you can somehow slide that through, your spells become uncounterable since globe blocks anything of 5th level or lower, even when cast in a higher-level slot. However, this requires concentration and a 6th-level spell slot, it stops working if the enemy caster gets within 10 feet of you, and it can itself be countered.
A third possibility is to bluff. Unlike in 3E where you can roll Spellcraft to identify a spell being cast, I don't see any way to know what you're up against in 5E*. That means you have to counterspell blind. A clever enemy mage could trick PCs into wasting their counterspells on cantrips. The problem is that this still leaves you having expended your action, while the enemy only used a reaction. It'll be a few rounds before you can wear down the PC spellcaster's resources this way--rounds during which you are likely to get pounded to death.
A fourth possibility is contingency linked to dimension door. Use the "bluff" option as long as you dare, then speak the trigger word and pop out. Get some heals from your stash of potions, then re-commence combat under more favorable circumstances. This does require the BBEG to be in a friendly environment and have contingency up, but contingency/dimension door is such a good general-purpose escape hatch that it seems entirely reasonable.
What do you think? How would you, as a caster (PC or NPC), deal with a counterspelling foe?
[SIZE=-2]*That's strictly by RAW, of course. Personally, I'd be inclined to allow an Arcana check at DC 10+spell level to identify a spell being cast. But then it's only fair to allow a Sleight of Hand check to fake the other guy out... heh, heh.[/SIZE]
So, after heinously abusing a hapless NPC spellcaster last week with counterspell, I'm putting on my DM hat and trying to figure out how a spellcasting villain should deal with it. Given the relatively low DC (10 + spell level) to counter a spell from a higher level slot, and the fact that the countering caster only has to burn a reaction to negate the villain's action, it's a significant challenge. However, I'm checking my initial impulse to just house-rule counterspell. I'd rather explore what tactics can be deployed against it. I really like the idea that you can have genuine magical duels in 5E, rather than just awarding the fight to whoever wins initiative.
The first thing that comes to mind, of course, is to pack counterspells of your own; you can respond to counterspell with another counterspell, like two blue decks going at each other in Magic: The Gathering. This works great if it's one PC caster versus one villain caster (and if the villain belongs to a class that gets access to counterspell!). However, what if you have two PC casters with counterspell? The villain only gets one reaction, so can't counter them both.
Another option is globe of invulnerability. If you can somehow slide that through, your spells become uncounterable since globe blocks anything of 5th level or lower, even when cast in a higher-level slot. However, this requires concentration and a 6th-level spell slot, it stops working if the enemy caster gets within 10 feet of you, and it can itself be countered.
A third possibility is to bluff. Unlike in 3E where you can roll Spellcraft to identify a spell being cast, I don't see any way to know what you're up against in 5E*. That means you have to counterspell blind. A clever enemy mage could trick PCs into wasting their counterspells on cantrips. The problem is that this still leaves you having expended your action, while the enemy only used a reaction. It'll be a few rounds before you can wear down the PC spellcaster's resources this way--rounds during which you are likely to get pounded to death.
A fourth possibility is contingency linked to dimension door. Use the "bluff" option as long as you dare, then speak the trigger word and pop out. Get some heals from your stash of potions, then re-commence combat under more favorable circumstances. This does require the BBEG to be in a friendly environment and have contingency up, but contingency/dimension door is such a good general-purpose escape hatch that it seems entirely reasonable.
What do you think? How would you, as a caster (PC or NPC), deal with a counterspelling foe?
[SIZE=-2]*That's strictly by RAW, of course. Personally, I'd be inclined to allow an Arcana check at DC 10+spell level to identify a spell being cast. But then it's only fair to allow a Sleight of Hand check to fake the other guy out... heh, heh.[/SIZE]
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