Counterspelling--What's the lowdown?

Crosshair

First Post
Simple question.
I've been playing D&D for 3 years, I've played every class. Levels 1-32, and I still don't know how Counterspelling works.
Explanations of Improved Counterspelling and Archmage abilities would be appreciated.


I figured it'd be time to learn with the help of EnWorld.




Always strive to be a better gamer.
Cross.
 

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Welcome to MADHOUSE!

So, Counterspelling ...

Counterspelling is a particular form of the Ready action, generally speaking. You choose a target (usually "that caster-looking guy over there"), and you ready an action to Counterspell him.

If, before your next turn, your target begins to cast a spell. You get an immediate Spellcraft check to identify it as it's being cast (DC of 15 + Spell Level). So, let's say you identify it. Each spell in the game has one or more specific counterspells: itself, and a spell with an opposite effect. For instance, slow and haste can be used to counterspell each other. The specific counterspells are always listed in a spell's description.

For purposes of argument, the opposing caster is casting a slow spell. Look over your spells memorized (or known, if you're a spontaneous caster). If you have any of the specific counterspells available, you choose which to cast (if you've got more than one) and the opponent's spell is ruined. In this case, you could counterspell with either a haste spell or a slow spell.

Alternatively, if you either didn't identify the spell or don't have the specific counterspell available, you may counterspell with Dispel Magic (or the Greater, etc., versions thereof). When doing so, however, there's a chance that the counterspell fails. You need to roll a caster level check (1d20 + Caster Level, maximum bonus determined by the Dispel you are using) against a DC of 11 + the opponent's caster level. If you beat this DC, the opponent's spell is ruined. If you fail, the opponent's spell works as normal.

[EDIT: There are feats which modify counterspelling, of course. Some of them let you try it once per round as a free action, others give you extra choices when it comes to specific counterspells, etc. See the individual feat descriptions for more info.]

Any questions?
 

Just to clarify with feats, such as Improved Counterspell. It says that you can counter spell with a spell of the same school one or more levels higher. So if I knwe Ice storm(4th level evocation) and the baddy wizard was casting Fireball, I could counterspell(with my readied counterspell action) and it would fizzle?

One other question. If I ready an action to counterspell my target, can I do anything else in the round?
 

Crosshair said:
Just to clarify with feats, such as Improved Counterspell. It says that you can counter spell with a spell of the same school one or more levels higher. So if I knwe Ice storm(4th level evocation) and the baddy wizard was casting Fireball, I could counterspell(with my readied counterspell action) and it would fizzle?
Exactly.

One other question. If I ready an action to counterspell my target, can I do anything else in the round?
In your round, Readying is a Standard action, so you can make a move action and Ready.
If you haven't moved in the round you readied you action, you can take a 5-foot step as part of the readied action (in this case, counterspell).
 

Crosshair said:
Just to clarify with feats, such as Improved Counterspell. It says that you can counter spell with a spell of the same school one or more levels higher. So if I knwe Ice storm(4th level evocation) and the baddy wizard was casting Fireball, I could counterspell(with my readied counterspell action) and it would fizzle?

That's one of the feats I was thinking of.

Basically, it expands the list of specific counterspells. So, in my original example, haste can be countered by haste or slow. With Improved Counterspell, haste can be countered by haste, slow, or any 4th-level or higher Transmutation spell.

One other question. If I ready an action to counterspell my target, can I do anything else in the round?

Ready is a standard action. So, you can perform a move action (like drawing a weapon, getting a potion from your belt, or actually moving) and still counterspell.
 

One caveat: note the range of the spell you are using to counterspell. The target of the counterspell (i.e. the enemy spellcaster) must be in range. If you are countering using a touch-range spell, then you must be able to touch your opponent. This implies you cannot counter a Personal spell with anything other than dispel magic or improved counterspell and a similar school with a non-personal range.
 

Counterspelling is stupendously awkward and inefficient.

A simple "Wand of Silence" does just as well if not better, plus requires no feats or must effort.

Just bust out the wand and ready an action to "cast a silence spell when I see the enemy mage start to cast a spell."

At worst, you force him to cast silenced spells (if prepared and if they have the feat) or spells with no verbal component. Either way, it's a major drag, and your cost is extremely low (no feats, just buy a wand).

This is a strategy much better suited to a cohort, a bard or a cleric. That leaves the PC to go kill the now ineffectual mage.
 


Infiniti2000 said:
Not for an archmage with Mastery of Counterspelling (as the OP mentioned Archmages). It's stupendously efficient and powerful.
Presuming, of course, that he's
1) Fighting someone who actually casts spells
2) Has higher level spells than they do or Succeeds at his caster level checks a lot
3) His opponent is casting offensive, single target spells against the archmage.

In other words - it'll almost never come up.

In general counterspelling sucks. The opponents against which it is effective are comparatively rare in the average campaign (mages or clerics). Succeeding at it is rare (either have the right spell of a higher level, or chance a roll that's usually biased against you). The opportunity cost to attempt it is steep(an action plus a spell to maybe stop a spell, or an action and a higher level spell to stop a spell are harsh, especially if your opponent does the smart thing and doesn't cast a spell that round...). The effects are boring (when you succeed, nothing happens).
 

1. Happens a lot. Not always, true, but definitely a lot. This is IMC, of course.
2. Higher level spells isn't necessary. A couple greater dispel magics or appropriate feats can make a huge world of difference.
3. This happens more frequently than you think and it's [not] limited to being cast on the archmage.

Re: smart thing
That's really an odd thing to say. How can the opponent know that his opponent plans to counterspell, much less do it in a spell turning fashion? One of the best things to counterspell is the teleport or plane shift that is the BBEG's escape plan (assuming something like a dimensional anchor failed or was not cast).

As one example, counterspelling with Mastery of Counterspelling the enemy cleric's greater dispelling is EXTREMELY effective.
 
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