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How would YOU nerf the wizard? +
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<blockquote data-quote="Quickleaf" data-source="post: 9328885" data-attributes="member: 20323"><p>That's a good approach. Generally, I'm pro anything that changes counterspelling. Here's my version which encourages creative thinking & special effects...</p><p></p><p>The <em>counterspell </em>spell doesn’t exist. Instead, any spellcaster can attempt to counter a spell with a sensible spell (e.g. <em>water walk </em>might be used to counter a <em>gust of wind </em>pushing you over a cliff into a river, while a <em>cone of cold </em>might be used to counter <em>fireball</em>). As a reaction to an enemy caster you can see casting a spell, you expend a spell slot of at least 3rd level to attempt to counter the caster’s spell. Your spell’s range must allow it to intervene. Then the casters roll opposed spellcasting ability checks, whoever’s spell is higher level gaining a commensurate bonus. If you succeed then you counter the spell and a complication arises as determined by the GM. If you tie, there is a dramatic blowback from both spells determined by the GM. If you fail, the enemy’s spell takes effect (and you still expend your reaction and spell slot).</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9328885, member: 20323"] That's a good approach. Generally, I'm pro anything that changes counterspelling. Here's my version which encourages creative thinking & special effects... The [I]counterspell [/I]spell doesn’t exist. Instead, any spellcaster can attempt to counter a spell with a sensible spell (e.g. [I]water walk [/I]might be used to counter a [I]gust of wind [/I]pushing you over a cliff into a river, while a [I]cone of cold [/I]might be used to counter [I]fireball[/I]). As a reaction to an enemy caster you can see casting a spell, you expend a spell slot of at least 3rd level to attempt to counter the caster’s spell. Your spell’s range must allow it to intervene. Then the casters roll opposed spellcasting ability checks, whoever’s spell is higher level gaining a commensurate bonus. If you succeed then you counter the spell and a complication arises as determined by the GM. If you tie, there is a dramatic blowback from both spells determined by the GM. If you fail, the enemy’s spell takes effect (and you still expend your reaction and spell slot). [/QUOTE]
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