Counterspells

asnys

First Post
Hello. This is my first time posting here, and though it is traditional for first-time posters to ask for gentleness, I think I can take a little constructive criticism. ;)

The counterspell mechanics are close to, if not the, most underused part of the D&D magic system-I cannot personally recall ever hearing them even referred to in a game, let alone used. I wrote these up to try to remedy that.

I am really not sure just how powerful this mechanic would be. Any criticism would be appreciated.

Counterspell Abjuration
Level: Sor/Wiz 3
Components: V, S
Casting Time: Immediate Action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell functions as the counterspell version of dispel magic, except that it may be cast as an immediate action when another caster begins casting a spell, without having readied an action. In addition, the spell is only effective against spells of 6th level or lower.
The caster must be aware of the spell being cast, not be flat-footed or surprised, and have line-of-sight on the target.
The decision to cast counterspell must be made as the targeted spell is being cast. The spellcaster may not realize what the spell is; he or she may make a Spellcraft check (DC 15 + spell level) to determine what the spell being cast is as a free action. If the spellcaster fails in the Spellcraft check but rolls DC 15 or over, they do not know what spell is being cast, but they do know what level that spell is (and thus whether or not counterspell would be effective against it). It is not necessary that the caster realize what spell is being countered to cast counterspell.

Greater Counterspell Abjuration
Level: Sor/Wiz 6

As Counterspell, except it may counter any spell without restriction, and the maximum caster level bonus to the dispel check is increased to +20.

Major Counterspell Abjuration
Level: Sor/Wiz 8
Range: Long (400 ft. + 40 ft./level)

As Counterspell, except that it automatically counters without the need for a dispel check, and has increased range.
 
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Hmm...Doesn;t look too bad. I might tone it down a bit though. Maybe make it work on spells of lower level instead of lower or equal level? Of course if You did that I'd suggest bumping Major Counterspell up to level 9.
 

You could also just modify dispel and greater dispel to allow it to function in the manner of a counterspell as an immediate action. Of course, you'd also have to stipulate that it only worked in that manner for counterspelling. You still can't cast dispel magic on an ongoing effect unless it's your turn.
 

After a more indepth look, I would say use the dispel magic counterspell mechanics (counters spell if dispel check is successful. d20+CL(max+10) vs DC 11+CL of target) as is and just make it a free (3.0) / immediate (3.5) action. After all, you already giving up most of the dispel magic uses, it should compensate for the change in casting time as long as you limit how often you cast it in a round.

Then for Greater Counterspell, make the cap +20

As long as you restrict the use of counterspell as per the immediate action rules, I would say these spells could even merit a bonus on the dispel check (maybe +5 for Counterspell and +10 for Greater Counterspell)

For Major Counterspell, you could:
a) make the check automatic
b) Give the spell a duration and allow one greater counterspell per turn
c) add some other short term diruption of magic effect to the target (will negates)
 

Cabral said:
After a more indepth look, I would say use the dispel magic counterspell mechanics (counters spell if dispel check is successful. d20+CL(max+10) vs DC 11+CL of target) as is and just make it a free (3.0) / immediate (3.5) action. After all, you already giving up most of the dispel magic uses, it should compensate for the change in casting time as long as you limit how often you cast it in a round.

The trouble is, that would mean a 3rd-level spell could take out 9th-level. I am not sure if that would be balanced or not, but I would rather end up underpowered then over.

Cabral said:
Then for Greater Counterspell, make the cap +20

As long as you restrict the use of counterspell as per the immediate action rules, I would say these spells could even merit a bonus on the dispel check (maybe +5 for Counterspell and +10 for Greater Counterspell)

For Major Counterspell, you could:
a) make the check automatic
b) Give the spell a duration and allow one greater counterspell per turn
c) add some other short term diruption of magic effect to the target (will negates)

I do like the idea of a bonus on the dispel check, at least for higher-level versions of counterspell against lower-level spells. For example, maybe Major Counterspell has to make a CL check against 4th through 8th-level spells, but automatically counters 0th through 3rd?

Thanks for the help. :)
 

asnys said:
The trouble is, that would mean a 3rd-level spell could take out 9th-level. I am not sure if that would be balanced or not, but I would rather end up underpowered then over.
Roughly 15% of the time, assuming it was cast at minimum caster level (17th). Not usually worth expending an immediate action. The Greater version would always have a 50/50 chance of taking down a spell cast by an equal Caster level, due to the way the DC's work, up to Caster level 20th (degrading by 5% per level above that, with the +20 cap). Leaving the 8th level version uncapped would mean that it always has the 50/50 chance of counterspelling an equal caster level.
 
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looks good, as I too see counterspelling being the most wasted mechanic in the game. Never once has a villain or hero used it. Maybe they will now....

Looks good! :D

-Sravoff
 


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