The document has been updated and hopefully is now more clear/a bit better.
Looks nice. Just a few observations:
I like Countermage a lot, but it seems too powerful to me. Perhaps at a minimum make the prereqs a little tougher (Kerrick's recommendation to add some Spellcraft ranks seems a good idea).
Yea, it is a bit too powerful. I just wasn't sure how I should scale it back.
The counterspell modifiers are a little unclear to me in that I'm not sure which ones override which other ones... It might help to clarify things if the table is rearranged by category rather than by number of plusses
Done. That should be clear in the new document.It works basically how you saw the table.
Also, if a wiz attempts a counterspell with say only info on the school, does he get the +4 if he just happens to use the same spell by accident?
If this happens, it still gives the +4 for same spell, but not the +3 for identified spell.
Your interpretation of the table was correct, I should have been more clear. It should be fixed now.
The base DC seems a bit high, especially since you don't mention any houserules to the actual caster level check.
Sorry you missed that, you're adding the spell slot level to your check.
I'm going to go over your example again, and correct the numbers.
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Lets look at two level 10 casters, one of whom is using his highest level spell (5th level) and the other is countering,
using a 5th level spell slot.
DC: 15 + 10 (CL) + 5 (SL) = DC 30
So, before modifiers, our equal level caster needs to make a DC 30 caster-level check (natural 15+ required).
Now, to acquire those modifiers:
- First, he makes a Spellcraft Check: DC 15/18/20. DC 15 (trivial at level 10) allows counterspell, DC 20 (easy, even for a non-specialist) grants a +3. Maybe the Identify check should be a bit higher...
- Now, he selects a spell to counter with. Let's assume that the exact spell is unavailable, but he does have a spell from the same school ready to sacrifice (+1).
- Now, we check for other bonuses. Unfortunately for our example, this character is not a counter spell specialist and has no further bonuses.
So, now our equal level caster needs to roll a DC 30 caster level check, and has a +19 bonus. This requires a natural 11 (50% success rate). So, counterspell mage may have wasted his action.
New example, replacing Chump-o the Deceased with Cancel-o the Counter Mage:
- Cancel-o has Skill Focus (Spellcraft) and an 18 Intelligence; he identifies 5th level spells 90% of the time. +3
- Cancel-o always has opposite spells prepared, as well as Dispell Magic (greater and lesser). +6
- Cancel-o is an Improved, Reactive Countermage. +4 and minimal action cost.
Cancel-o, the counterspell mage, has a total +28 to his counterspell check. He still has to hit a DC 30, but he can do it on a natural 2 (90%).
If there was no opposite spell, Cancel-o would default to either Dispel or the same spell, leaving him with a +25/+26, and needing a 5/4 (75%/80%).
So, our generic mage dabbling in counter spelling
Has equal chances of failure and success. Our counter spell specialist is
Almost Guaranteed to succeed,
but his odds are poor enough against an equal opponent that he'll probably realize that he's wasted his life and give up the adventuring shtick when this is all over.
If you drop the base DC to 10 + Caster Level + Spell Level then you get something much more appealing. Our dabbler has a solid 50% success rate, and our specialist is on a 95% (best possible), 85% (same spell), 80% (Dispel Magic), which is where a specialist counter-mage should be.
These numbers are close to the ones already existing.
Side note: There is mention of using a higher spell level mattering, but no description of how they matter is included.
Yeah. it was in paragraph text. Sorry you missed that.
@Kerrick: Yeah, I meant spell level instead of caster level for that feat.
I may pull the opposed school. I was thinking different elements for evocation.
What do you guys think of adding caster stat mod to the check?
Raising the DC somehow for the Identify? Hmm. As you mentioned, it does seem a little easy to Identify things.
I don't know.
I was also considering making the readied action mechanic optional, in favor of a weird custom action:
You use it like an AoO, but in return you lose a standard action on your next turn. That way you don't waste turns waiting for a spell and having it never happen. Just a thought.
What do you guys think of this?