Revised Counterspelling

@Kerrick: Yeah, I meant spell level instead of caster level for that feat.
Okay.

I may pull the opposed school. I was thinking different elements for evocation.
Ah.

Just an aside: It doesn't state in the PHB what check is required either (at least, not in the Counterspell section). I forgot that I'd copied that text directly from the SRD. It says somewhere that counterspelling is an opposed caster level check, but the designers failed to note it in the place where it mattered most - the Counterspell entry. Nice job, guys. :hmm: Anyway, I added it into mine for clarity's sake.

What do you guys think of adding caster stat mod to the check?
Nah. Stat mod works for DCs, but I don't think it would make the spell harder to counter - you're applying raw magical energy against raw magical energy. Spell level is important - different level spells have different levels of energy - but stat mod is little more than a fine-tune thing. I dropped stat mod from saves entirely; I use 10 + CL + SL, and stat mod doesn't do anything but grant bonus spells.

Raising the DC somehow for the Identify? Hmm. As you mentioned, it does seem a little easy to Identify things.
What's the DC now? 15 + spell level? That's standard for Spellcraft checks. Sure, it's negligible at L10, but it's a good deal more difficult at L3. Unless you can figure out a way to make it scale with level (which is really a pointless exercise, all things considered), I'd just leave it as is.

Honestly, I'm not sure that the bonus for IDing the spell is necessary. Let's say you want to counterspell someone, but you fail the check. Under the existing rules, you're done - if you don't know the spell, you can't counter it. Under the revised rules, you can still attempt the counter, but since you have no idea what he's casting, you have to guess - unless you happen to have a dispel handy, you're likely going to toss off the highest-level spell you have in the hopes that it's good enough and/or that it's of the right school (and maybe, if you're really lucky, it's an opposed spell).

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?
This is probably getting a little off-topic, but I've been looking for a way to make readied actions not suck as much. My idea (based on yours): You can ready an action; each round you keep it readied, it takes up one AoO "slot" (meaning you can't use that AoO for the round). If you use the readied action, you lose that action on your next turn. For example, if you use a readied action to cast a spell, you lose your standard action on the next round. This way, it still has a cost (the AoO), but you can still act and you're not wasting time sitting around twiddling your thumbs if nothing happens to trigger it. If it does happen, though, there's still a cost for using the action.

Another idea: Make a feat that lets you counter as an AoO - it would require 10-15 ranks in Spellcraft (CL 10th or so) and Quicken Spell. I know there's one called Reactive Counterspell, but I don't know what it does.
 

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I don't have time to check your document, Syl, but I have some ideas on the subject. Right now, I'm in class so I'm switching between notes and this.

1) Make Counterspelling a Move action that is done in reaction to a spell that is cast. If the character has not acted in the round, they lose a Move action this round. If they have acted, they lose a Move action in the following round.

This keeps characters active and interested in the game. They no longer have to 'waste' a round by declaring a Ready action to counterspell a spell that may or may not be coming. Also, ANY spell can be used to Counter a spell, not just the exact same spell or Dispel Magic.

2) To balance Counterspelling, the person that fails the Counterspell is fully subject to the spell he attempted to counter if he is the target or in the area of effect, and gets no saving throw (if allowed) against the spell; but SR would still apply. The reason for this is that the person is attempting to stop the spell from happening rather than trying to avoid it or resist it.

3) To perform a Counterspell, the character makes 2 d20 rolls; a Spellcraft check and a caster level check (as per Dispel Magic).

The Spellcraft check is to identify the spell being cast and its level. If you do not identify the spell, you may still be able to Counter it, but you will take a -2 penalty to your Caster Level check.

Spellcraft check results:
Spell not identified: Make Caster Level check at -5 penalty.
Spell identified, not on caster spell list: Make CL check at -2 penalty.
Spell identified, on caster spell list: Make CL check.
Spell identified, on spell list, and known or in spellbook: Make CL check with +2 bonus.

Spell used in Counterspell attempt:
Exact same spell as attempting to Counter: Spell instantly countered, no CL check required.
Spell of same spell level: +0 to CL check.
Spell of same school: +1 to CL check.
Spell of opposite "type": +4 to CL check.

Spell of different school: -1 to CL check.
Spell of opposite school: +2 to CL check.
**Only one of these two modifiers should apply.

Spell of lower level than spell to be countered: -1 per spell level lower
Spell of higher level than spell to be countered: +1 per spell level higher
Dispel Magic: +0 to CL check, caster takes no penalties to CL check.
Greater Dispel Magic: +3 to CL check.

Add bonus from Spell Focus and Greater Spell Focus to your CL check if the feat applies to the spell you are using for Counterspell attempt. If caster of spell you want to counter has these feats, this bonus is added to the DC of your CL check.

DC of CL check is 11 + caster level of person casting spell you want to counter. CL check is your caster level + 1d20 roll.
 


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