Crazy Jerome
First Post
However, the spell or effect being countered has to factor into the check too as well - I'm not comfortable with a 1st level wizard countering an opposing Meteor Storm with a straight up Int vs. Int check. There should probably also be spell slots involved or it becomes too advantageous to shut a spellcaster down while not losing your own spells (if it's an immediate action, there's no reason NOT to do it).
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For martial characters grappling and/or some sort of "disruptive strike" ought to handle the same precept. You attack on your turn, but the spell disruption effects happen on the target's turn - so it's a delay/interrupt that isn't.
Well, the part that I was least sure of, and thus left vague, was the numbers in the check. However they are set, I think it should favor the caster (all other things being equal). I was going to say have it as:
- Counterspeller wins check by five or more, takes spell (next round unless stopped).
- Counterspeller ties or worse, caster casts as normal.
- In between, locked in struggle over the spell.
For non-casters, I was also thinking that "slippery hand grenade" effect woud be in place, except that a non-caster can't take over the spell. If they get a "locked in struggle" result, they've simply slowed the caster down for a round. If they actually get a "take over" result, they've disrupted the spell, but it may go off. Here's where an optional wild magic system could be fun.

The presence of serious counter spelling in the rules, however done, says to me that magic, especially powerful magic, is something that you don't disrupt lightly.
