D&D General When Did Counterspell First Appear?

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Guest 7034872

Guest
I've been trying to hunt down the first appearance of Counterspell in D&D and I can't seem to figure it out. The farthest back that I'm able to find it is in 3e; is that truly when it first entered the official spell lists, or was it earlier? Does anyone here know?
 

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In 3e it wasn't a spell, it was a thing you could try to do if you had the right spell prepared: either the same spell being cast, a spell that specifically counters it, or dispel magic. IIRC, you also had to ready your action.

So to counter a fireball spell, you need to have fireball prepared, and then guess which turn the enemy will cast it, and use your turn before to ready an action to counter it. If the enemy doesn't try to cast fireball, you wasted your turn.

If you have dispel magic prepared, you could ready you action to counter any spell, but then you get into an odd metagame situation where the dm needs to decide if the lich knows what you're doing and can respond with that knowledge or not.
 

Rabulias

the Incomparably Shrewd and Clever
I believe so. Prior to 3.x, the way to counterspell a spellcaster was to deal damage to them while they were casting the spell. Interrupting spellcasting became a lot more difficult to do for most spells in 3rd edition, so it was a needed option in game design terms.

Edit: My experience only goes back to AD&D 1st edition.
 
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billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Back in 1e, there were a few spells that specifically negated each other (such as haste negating slow). They weren't set up to negate the other as they were cast, rather, they negated a spell presumably already in effect. So while that's a counter, it's a limited comparison.
 

Bacon Bits

Legend
My AD&D 2e PHB lists this under dispel magic:

Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast.

There's more to the spell description, but as far as I can tell nothing tells you how to disrupt casting. Presumably it involves the fact that the cast time of Dispel Magic is 3, and higher level spells could conceivably still be being cast when the dispel resolved. I don't see any rules per se for countering.

Unfortunately I'm away from my 1e books so I don't know how they read.

Edit: I've looked now. 1e PHB reads:

[Dispel Magic] will destroy magic potions (they are treated as 12th level for purposes of this spell), remove spells cast upon persons or objects, or counter the casting of spells in the area of effect.

Again, that's all it says. It next goes into the base 50% chance to succeed or fail, etc., etc. There isn't any other mechanic I can see in the 1e PHB.

The funny part is that this means dispel magic to counter spells being cast is often less useful than magic missile is at the same thing, since not only is magic missile much faster (1 segment vs 3 segments), but it has a 100% chance of success to spoil a spell. The only difference is that dispel magic could penetrate a shield spell, and dispel magic might counter spells that began casting after the dispeller's initiative that haven't resolved by the time dispel magic has completed. A narrow benefit in any case, but one that would mostly benefit from A.D.D.I.C.T. levels of initiative and segment management.
 
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Echohawk

Shirokinukatsukami fan
I've been trying to hunt down the first appearance of Counterspell in D&D and I can't seem to figure it out. The farthest back that I'm able to find it is in 3e; is that truly when it first entered the official spell lists, or was it earlier? Does anyone here know?
The earliest mention I can find is in Chainmail: Rules for Medieval Miniatures (1971) which technically predates D&D.

Here is the relevant text (from page 31):
Spells: There are virtually unlimited numbers of spells that can be employed, but the list below contains the major ones used in most fantastic battles. If there are two or more opposing Wizards, and the game is not a recreation of a battle found in a novel, determine which is the stronger magician (by casting dice if necessary). The stronger magician can successfully cast a counter-spell with a two dice score of 7 or better, while a weaker magician needs a score of 8, 9, 10 or 11, depending on his relative strength. A counter-spell fully occupies a magician's powers.
 



Nikosandros

Golden Procrastinator
Back in 1e, there were a few spells that specifically negated each other (such as haste negating slow). They weren't set up to negate the other as they were cast, rather, they negated a spell presumably already in effect. So while that's a counter, it's a limited comparison.
There's also the somewhat weird UA cleric spell Cloud Burst which lasts a round and can effectively negate fire spells such as burning hands and extinguish spells such as fireball and wall of fire.
 

jgsugden

Legend
It would be interesting to see ideas on a better version of Counterspelling, whether that is different spell mechanics, a different mechanic than a spell, or something else.

Ideas I've seen:
  • As 5E, except you can only counterspell something that would impact you.
  • As 5E, except you can counterspell only spells of a level equal to or lower than the level at which you cast counterspell, or a spell you have prepared/known. There is no roll to counter higher level spells.
  • Instead of being a spell, you enter a stance. The stance requires your action and lasts until the start of your next turn. You can't move more than 5 feet during a round without leaving a stance. While in the stance, you can cast the 5E version of counterspell as a reaction without using a spell slot (at 3rd level, always).
  • As 5E, except you need to be in a defensive stance before you can cast it. While in a defensive stance you can't move more than 5 feet in a round. Entering a defensive stance requires an action.

In my setting I have a dozen spells related to Counterspell. Some examples...
  • Deflection is 4th level, has similar mechanics, but you have the option of changing the target rather than counterspelling the spell.
  • Stealspell is 6th level, has similar mechanics, but you absorb the spell and can cast it the following round.
  • Hamperspell is 1st level and has similar mechanics, but instead of countering the spell it reduces the effectiveness (targets get advantage on saves, attack rolls are at disadvantage, durations are reduced to 10% (rounded up to the nearest round).
  • Echospell is 4th level, has similar mechanics, but instead of countering it you cast the same spell immediately with your reaction.
  • Delayspell is 2nd level, has similar mechanics, but requires your concentration. Instead of countering the spell, the spell is suspended until you stop concentrating, then takes effect (if possible). You determine the validity of targets when the spell is cast, which has generated a lot of clarifying errata.
  • Distant Echospell is 7th level, but requires an action and allows you to copy a spell cast in the last round if the spellcaster is now within range of your spell (90 ft).
 

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