Counterspelling

Conterspelling can be worth it when your side has more actions per round (ie, more people) than the other, since at that point, a 1-for-1 loss of actions is more crippling to the other side. Similarly, as DM, in battles with a lot of NPCs I might keep some mages hidden in the back ready to make a PC caster's life miserable. But generally, it's not worth using.

I like how Arcana Evolved handles it. You have to spend a feat on Brandish Magical Might to counterspell (though the feat at least gives you other badass magical abilities like an at will Open/Close, because manually opening doors is so beneath an arcanist), but from there if you're willing to ready, it costs basically nothing. You ready an action to counterspell, and if someone tries to cast, you spellcraft and then roll an opposed caster power check (like a CL check, but with casting ability mod added in). If you win, the enemy loses the spell and that action, and the whole thing costs you no spells at all, succeed or fail.
 

log in or register to remove this ad


I played a character that got some great use out of the dampen spell feat which requires improved counter spelling. The feat is nice because it is an immediate action and for the cost of a spell provides the equivalent of an unnamed resistance bonus for the entire party. In high level play loosing a 5th or 6th level spell is inconsequential compared to the cost of the fighter failing a save.

I've tried to counter spell a couple times playing a bard. I don't believe it was ever successful. I've always wanted to try to play a abjuration master specialist who specializes in stopping magic.
 

The one time I've seen it used effectively was when we had a massed battle. Our side had a bunch of level 1 sorcerers. Their side had fewer wizards of (I'm guessing) 2-4th level, who liked to cast Sleep.

All our sorcerer's readied to counterspell, and mostly we didn't have to save against sleep.
 

Remove ads

Top