Counterspell. Has anyone even seen it used in their game!?


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I tend to 'counterspell' in two ways.

Either I ready a Lightening Bolt or one of its derivitives (Chain Lightning, Cross of Lightening, Electrical Deluge)... (yeah I know swatting flies with a Howitzer...)

Or I hit it with a Dispel after it was cast...

Generally I have found that shutting them down the 'old fashioned way', i.e. with death, is a lot easier in the long run than trying to stop each and every spell... However I can see the use of stopping a few of the nastier spells. The problem comes in how do you decide what spells to stop?

For instance, my Sorceror is often Hasted. So I get 2 castings a round. Do you counterspell the first spell I cast, or the second? Can I ready two actions to counterspell? (one from the Standard action, one from the Hasted partial)
 

I'd be careful about letting retroactive counterspells into your game as the norm. There is already a FR feat chain allowing you to do this. Giving to all spellcasters for free would significantly disadvantage the wizard.

I have never seen a counterspell used. However, I have see disruptions used to great effect. A druid using summon swarm, a spell that has no save, is quite an incredible way of pacifying any caster as spellcasting is impossible within the swarm.

On the other hand I have an NPC dispeller (Wizard of Waterdeep with the many dispel feats) that I have yet to use. I will let you know how it works out.
 

Counterspelling just isn't that attractive unless you are already winning the battle. Then you can counterspell the Dimension Door.

Otherwise you are almost always better off readying a spell as a countermeasure, not a direct counterspell. Even a Wall of Ice or a fog spell can often disrupt your opponent's offensive spell.

One clever tactic for counterspelling is if you are Invisible. You can summon a few monsters than give a little anti-spell cover to your allies without breaking invisibility.
 

I find the most effective counterspelling is hitting the caster with the biggest damage spell you can muster. Nothing quite like 50 points of damage from a flame strike to keep the enemy caster from getting his spell off. I shut down a higher level cleric that way, he went down after the third flame strike w/o even getting a spell out.
 


I have a sorceror character who has used counter-spelling numerous times. He has found it especially useful when battling a spell-caster with high SR. Damage spells often don't get through.

IME, the first thing most casters do, is Haste. If the spell caster on your side can keep this from happening, your side has a big advantage.

One significant time my sorceror used counter-spelling effectively was when the party was on Acheron. He counter-spelled the Unholy Word which would have sent the party back (no saving throw).
 

If you go first....

Haste and ready a counterspell!

Stop their haste, or whatever else they have.

Next round, blast away, and ready a counterspell again.
Repeat until the opponent is dead.

If, that is, you gain the initiative. And have the spells to counterspell. If the opponent is the same level than you, dispel magic (or arcane dispelling) has a less than 45% chance of working. Icky....

Which is why counterspelling is actually fairly rare. :)
 

Re: If you go first....

Zog said:

If, that is, you gain the initiative. And have the spells to counterspell. If the opponent is the same level than you, dispel magic (or arcane dispelling) has a less than 45% chance of working. Icky....

Which is why counterspelling is actually fairly rare. :)

Right. That is why it is foolish to count on a counterspell to save your rear ends. Better to have a "countermeasure", e.g. Fireball, to drop on him when he starts spellcasting.

Furthermore only a sorceror or high level bard has the Dispel Magics to "spare" on a gamble. My wizard would rather hold on to his to the one Dispel Magic he prepped and use it judiciously after the dust settles. If that cleric is tossing Hold Persons on your fighter you cannot afford to blow your single Dispel on the first one fired off; you should wait until you see if your friend makes his save first.
 

Counter-spells are useful

Counter-spells are useful, but a lot depends on the situation.

Although a Dispel Magic has only a 50% or so chance of working, it is a lot easier to prepare when you don't know what spell the caster will choose (especially since the GM may ask what spell you are preparing to dispel and then never use that spell).

Counter-spells can be particularly useful at the beginning of a fight when the momentum is in doubt and your side needs a morale boost by watching the big bad guy's spell fail.

I've seen Dispel Magic used several times as a counter-spell.

My main character also owns a Ring of CounterSpells.

Tom
 

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