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*Pathfinder & Starfinder
The Negator; the Spell-Breaker; The Mage-Slayer...
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<blockquote data-quote="Stormonu" data-source="post: 5958076" data-attributes="member: 52734"><p>I'd be very careful in this regard. While it is kind of a neat idea, I don't want it abused with players waiting until an enemy starts casting, snag the spell and start using for themselves - while never expending their own spell slots; basically getting spells for free. Countering has to have some cost and real risk involved to make it useable, but not overwhelmingly good.</p><p></p><p></p><p>My desire would be that either counterspelling costs a spell slot to initiate, or if the counterspell wins and seizes the spell, they have to expend an equal level slot to "recast" the enemy spell - else it simply vaporizes and is lost.</p><p></p><p></p><p></p><p></p><p></p><p>If "locked in struggle" is presented as the spellcaster having to start the spell over or halted midcasting without somehow losing the spell, that should work. "Take over" should probably just cause the spell to fizzle or you run the risk of above that the winner sort of gets a free spell. The benefit should be in stopping the enemy from advancing his agenda, not also powering yourself up. Though I could see a special ability/feat/whatever for a martial character to cause the spell to backfire, rewire it for the counterer's benefit or (in the case of a Spellthief) steal the spell for themselves - in such cases this having some sort of limit so it doesn't get out of hand (maybe the counterer can absorb/affect so many spell levels or do it so many times a day). I'm not much for a Wild Magic result - that sounds like a punishment for a successful countering of a spellcaster's ability.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5958076, member: 52734"] I'd be very careful in this regard. While it is kind of a neat idea, I don't want it abused with players waiting until an enemy starts casting, snag the spell and start using for themselves - while never expending their own spell slots; basically getting spells for free. Countering has to have some cost and real risk involved to make it useable, but not overwhelmingly good. My desire would be that either counterspelling costs a spell slot to initiate, or if the counterspell wins and seizes the spell, they have to expend an equal level slot to "recast" the enemy spell - else it simply vaporizes and is lost. If "locked in struggle" is presented as the spellcaster having to start the spell over or halted midcasting without somehow losing the spell, that should work. "Take over" should probably just cause the spell to fizzle or you run the risk of above that the winner sort of gets a free spell. The benefit should be in stopping the enemy from advancing his agenda, not also powering yourself up. Though I could see a special ability/feat/whatever for a martial character to cause the spell to backfire, rewire it for the counterer's benefit or (in the case of a Spellthief) steal the spell for themselves - in such cases this having some sort of limit so it doesn't get out of hand (maybe the counterer can absorb/affect so many spell levels or do it so many times a day). I'm not much for a Wild Magic result - that sounds like a punishment for a successful countering of a spellcaster's ability. [/QUOTE]
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