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General Tabletop Discussion
*Pathfinder & Starfinder
Counterspelling--What's the lowdown?
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<blockquote data-quote="Saeviomagy" data-source="post: 2367018" data-attributes="member: 5890"><p>Personally I think it sucks even if you let the MoC ability work the way you say. I think that, perhaps, if you let the MoC ability retarget any and all spells that he counters, then it would be worth it.</p><p></p><p>But - it still only works on actual, proper, for-real spellcasters (which, in the average game are a relatively small proportion of foes). It still only works if you ready an action (or lose your whole next go). It still only works if you can see or hear the spellcasting. It still has a high chance of failure, and it still generally puts you into a war of attrition that you WILL LOSE because an opposing spellcaster is typically higher level than you. And you've given up one of your higher level slots (which fuel the use of counterspelling in the first place) to get it, not to mention the other arduous prerequisites. And it's still something that the opposing caster can avoid by simply not casting that turn.</p><p></p><p>And you're still wrong. The spell writeup says twice, in two different ways that spell turning only affects spells that are hitting you. It's pretty bleeding specific. It's also in the same paragraph as every other restriction on spell turning. Finally the archmage writeup is fairly specific on how its spell turning works - specifically that you have to look at the spell turning rules to see what spells are not affected. Say you run it a different way, I'm fine with that and I think it's a necessary change if counterspelling is going to be at all worthwhile, but we're having a discussion here about the rules - and what you're running is not what the rules say.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2367018, member: 5890"] Personally I think it sucks even if you let the MoC ability work the way you say. I think that, perhaps, if you let the MoC ability retarget any and all spells that he counters, then it would be worth it. But - it still only works on actual, proper, for-real spellcasters (which, in the average game are a relatively small proportion of foes). It still only works if you ready an action (or lose your whole next go). It still only works if you can see or hear the spellcasting. It still has a high chance of failure, and it still generally puts you into a war of attrition that you WILL LOSE because an opposing spellcaster is typically higher level than you. And you've given up one of your higher level slots (which fuel the use of counterspelling in the first place) to get it, not to mention the other arduous prerequisites. And it's still something that the opposing caster can avoid by simply not casting that turn. And you're still wrong. The spell writeup says twice, in two different ways that spell turning only affects spells that are hitting you. It's pretty bleeding specific. It's also in the same paragraph as every other restriction on spell turning. Finally the archmage writeup is fairly specific on how its spell turning works - specifically that you have to look at the spell turning rules to see what spells are not affected. Say you run it a different way, I'm fine with that and I think it's a necessary change if counterspelling is going to be at all worthwhile, but we're having a discussion here about the rules - and what you're running is not what the rules say. [/QUOTE]
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Counterspelling--What's the lowdown?
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