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Counterspell proof and Verbal components
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<blockquote data-quote="Nebulous" data-source="post: 7919122" data-attributes="member: 31465"><p>This is Counterspell from Dungeon World, and it is a mid level class ability of the Summoner/Abjurer specialty class. It's not something just anyone can "pick" as a third level spell, and the summoner has many, many other options to choose from, this is just one of them.</p><p></p><p>⃞ <strong>Counterspell </strong><em>When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells on the defense and roll+INT. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell that you staked. Your counterspell protects you alone; if the countered spell has other targets they are affected as normal.</em></p><p></p><p>On a failed 1-6 the slot is lost and the spell is not countered and you gain 1 XP and the GM gets to make a move, which puts the PC in a bad spot and pushes the scene forward.</p><p></p><p>At levels 6-10 you have the option of upgrading Counterspell.</p><p></p><p>⃞ <strong>Transmuting Counter </strong>Requires: Counterspell <em>When you successfully counter a spell, you transmute the magic into the spell you staked, which affects the target of the countered spell instead.</em></p></blockquote><p></p>
[QUOTE="Nebulous, post: 7919122, member: 31465"] This is Counterspell from Dungeon World, and it is a mid level class ability of the Summoner/Abjurer specialty class. It's not something just anyone can "pick" as a third level spell, and the summoner has many, many other options to choose from, this is just one of them. ⃞ [B]Counterspell [/B][I]When you attempt to counter an arcane spell that will otherwise affect you, stake one of your prepared spells on the defense and roll+INT. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spell is countered and you forget the spell that you staked. Your counterspell protects you alone; if the countered spell has other targets they are affected as normal.[/I] On a failed 1-6 the slot is lost and the spell is not countered and you gain 1 XP and the GM gets to make a move, which puts the PC in a bad spot and pushes the scene forward. At levels 6-10 you have the option of upgrading Counterspell. ⃞ [B]Transmuting Counter [/B]Requires: Counterspell [I]When you successfully counter a spell, you transmute the magic into the spell you staked, which affects the target of the countered spell instead.[/I] [/QUOTE]
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