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Goldilocks Poll: Counterspell
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<blockquote data-quote="jgsugden" data-source="post: 8221606" data-attributes="member: 2629"><p>I don't find it a problem. Countering a spell as a PC is a heroic thing. It makes them feel cool. I mostly see DMs complaining that their spellcasters are being beaten by Counterspell too often - and that, to me, misses the point of the game. The heroes are supposed to be effective heroes.</p><p></p><p>In my setting:</p><ul> <li data-xf-list-type="ul">If you know a spell (or knew it previously), you recognize it being cast. Druids and Clerics know all spells on their list. Wizards know all the ones they have copied, etc...</li> <li data-xf-list-type="ul">If you have not ever known the spell, but it is on your spell list, you get a free action arcana/religion/nature roll to identify it. You do not get to know what spell level is being used to cast it.</li> <li data-xf-list-type="ul">Counterspell functions as normal.</li> <li data-xf-list-type="ul">Deflection is a common homebrew spell. It works like counterspell, but is fifth level. However, you have the option of allowing the spell to complete, but selecting a new target for the spell instead of countering it.</li> <li data-xf-list-type="ul">Steal Spell is another common homebrew spell of level 6. It works like counterspell as well, but instead of countering it you can steal the spell. While stolen (which requires concentration) you can cast the spell as if it were cast by the original caster. If your concentration is broken, the spell goes off on a target selected by the DM (usually you).</li> <li data-xf-list-type="ul">Spell Defense is a 3rd level spell (no concentration, 1 hour) that adds three spell levels to your spell for purposes of attempts to counter or dispel it. You can upcast it to further increase the effective spell level for these purposes.</li> <li data-xf-list-type="ul">Counter Master is a 5th level spell. It requires concentration and allows you to attempt to counter any spell cast within 60 feet of you without using your reaction. There is no upcast, and no spell is automatically countered (you have to roll for cantrips, 1st and 2nd level spells).</li> <li data-xf-list-type="ul">Spell Suspension is a 4th level spell with no concentration and lasts for 1 minute It automatically counters one spell of 4th level or lower (selected when Spell Suspension is cast) whenever it is cast within the 60 foot radius of the spell. Counterspell is a commonly selected spell.</li> </ul><p></p><p>Additionally, there are counters to Counterspell magics that wizards employ to avoid being countered. Some of the built in options are discussed above (invisibility, heavy obscurement (if you can see through it or do not need to do so) [clarification: LOS is not required, but being able to cast it without someone knowing it is cast is effective], being outside counterspell range, countering the counterspell, globe of invulnerability ('houseruled' to allow it to stop counterspell)), but there are also some specific countermeasures from my world (common unattuned magic items that treat spells you cast as 1 spell levels higher for purposes of counterspell or dispel magic type spells, with uncommon (3 levels), rare (4 levels), very rare (5 levels) and legendary (7 levels) equivalents), spells that change the effective distance between you and a specific target, etc...)</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8221606, member: 2629"] I don't find it a problem. Countering a spell as a PC is a heroic thing. It makes them feel cool. I mostly see DMs complaining that their spellcasters are being beaten by Counterspell too often - and that, to me, misses the point of the game. The heroes are supposed to be effective heroes. In my setting: [LIST] [*]If you know a spell (or knew it previously), you recognize it being cast. Druids and Clerics know all spells on their list. Wizards know all the ones they have copied, etc... [*]If you have not ever known the spell, but it is on your spell list, you get a free action arcana/religion/nature roll to identify it. You do not get to know what spell level is being used to cast it. [*]Counterspell functions as normal. [*]Deflection is a common homebrew spell. It works like counterspell, but is fifth level. However, you have the option of allowing the spell to complete, but selecting a new target for the spell instead of countering it. [*]Steal Spell is another common homebrew spell of level 6. It works like counterspell as well, but instead of countering it you can steal the spell. While stolen (which requires concentration) you can cast the spell as if it were cast by the original caster. If your concentration is broken, the spell goes off on a target selected by the DM (usually you). [*]Spell Defense is a 3rd level spell (no concentration, 1 hour) that adds three spell levels to your spell for purposes of attempts to counter or dispel it. You can upcast it to further increase the effective spell level for these purposes. [*]Counter Master is a 5th level spell. It requires concentration and allows you to attempt to counter any spell cast within 60 feet of you without using your reaction. There is no upcast, and no spell is automatically countered (you have to roll for cantrips, 1st and 2nd level spells). [*]Spell Suspension is a 4th level spell with no concentration and lasts for 1 minute It automatically counters one spell of 4th level or lower (selected when Spell Suspension is cast) whenever it is cast within the 60 foot radius of the spell. Counterspell is a commonly selected spell. [/LIST] Additionally, there are counters to Counterspell magics that wizards employ to avoid being countered. Some of the built in options are discussed above (invisibility, heavy obscurement (if you can see through it or do not need to do so) [clarification: LOS is not required, but being able to cast it without someone knowing it is cast is effective], being outside counterspell range, countering the counterspell, globe of invulnerability ('houseruled' to allow it to stop counterspell)), but there are also some specific countermeasures from my world (common unattuned magic items that treat spells you cast as 1 spell levels higher for purposes of counterspell or dispel magic type spells, with uncommon (3 levels), rare (4 levels), very rare (5 levels) and legendary (7 levels) equivalents), spells that change the effective distance between you and a specific target, etc...) [/QUOTE]
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