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Counterspelling?
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<blockquote data-quote="Saeviomagy" data-source="post: 2207778" data-attributes="member: 5890"><p>At a guess, your campaign</p><p>1) Focussed on facing human opponents, with a liberal sprinkling of casters</p><p>2) Took part in a semi-social environment, where you're likely to have up-front knowledge of your opponents and their tactics</p><p></p><p>Without these two points, a counterspeller must ALSO have the ability to contribute in battles where his counterspelling will be useless.</p><p></p><p>It's also exceptionally pertinent to note that nowadays reactive counterspelling uses up not just the action required to counterspell - it uses up your WHOLE NEXT GO, and that old-style haste does indeed allow for a powerful counterspeller. Quickened spells, however, cannot be combined with the use of reactive counterspell (no go means no free actions either...). However a foe using quickened spells vs a counterspeller will quickly defeat him - the counterspeller can still only counter once per round as he can only ready a single action per round.</p><p></p><p></p><p></p><p>From the SRD, spellcraft:</p><p>"15 + spell level: Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry."</p><p></p><p>The reference on counterspelling makes no note of this, but I think that many DMs would probably take the spellcraft skill reference over the sketchy counterspell reference. There are no references whatsoever to increasing the DC, or decreasing the check when you are missing part of the puzzle.</p><p></p><p>Personally I would rule that as soon as your opponent requires any sort of component that would be perceivable, and you know what that component is, you can ID the spell and counterspell. Additionally I'd say that having detect magic or arcane sight up while a spell is being cast would allow a normal ID check regardless of the components of the spell present. The rules do not support this however.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2207778, member: 5890"] At a guess, your campaign 1) Focussed on facing human opponents, with a liberal sprinkling of casters 2) Took part in a semi-social environment, where you're likely to have up-front knowledge of your opponents and their tactics Without these two points, a counterspeller must ALSO have the ability to contribute in battles where his counterspelling will be useless. It's also exceptionally pertinent to note that nowadays reactive counterspelling uses up not just the action required to counterspell - it uses up your WHOLE NEXT GO, and that old-style haste does indeed allow for a powerful counterspeller. Quickened spells, however, cannot be combined with the use of reactive counterspell (no go means no free actions either...). However a foe using quickened spells vs a counterspeller will quickly defeat him - the counterspeller can still only counter once per round as he can only ready a single action per round. From the SRD, spellcraft: "15 + spell level: Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry." The reference on counterspelling makes no note of this, but I think that many DMs would probably take the spellcraft skill reference over the sketchy counterspell reference. There are no references whatsoever to increasing the DC, or decreasing the check when you are missing part of the puzzle. Personally I would rule that as soon as your opponent requires any sort of component that would be perceivable, and you know what that component is, you can ID the spell and counterspell. Additionally I'd say that having detect magic or arcane sight up while a spell is being cast would allow a normal ID check regardless of the components of the spell present. The rules do not support this however. [/QUOTE]
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