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Xanathar's and Counterspell
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<blockquote data-quote="Fanaelialae" data-source="post: 7273800" data-attributes="member: 53980"><p>As an aside, have you folks considered the pros of this change?</p><p></p><p>It's a significant boost to trickery magic if the DM allowed free identification of spells prior to this rule. </p><p></p><p>There's a significant difference between everyone at the table rolling Arcana whenever a spell is cast (someone is likely to succeed) and everyone having to weigh whether it is worth their reaction to do so. Illusion spells, such as mislead, become viable in the latter case, while they are functionally useless in the former. If you're trying to trick the enemy into thinking you just summoned a flock of giant owls (because you're hoping they will waste their attacks or perhaps back off) then it's probably not going to work if everyone on the enemy team all get checks to determine that you cast an illusion spell.</p><p></p><p>Personally, I think I'm going to use a slightly more convoluted approach myself. It requires a good check to both identify and counterspell, otherwise you get a choice between the two. Here's a first draft:</p><p></p><p>Identifying a spell as it is being cast uses your reaction, and requires a DC 10 + spell level arcana check. If you beat the check by 5 or more, you can also cast a reaction spell as part of the same reaction. If you succeeded but but do not beat the check by 5 or more, you can still choose to cast a reaction spell but must do so before being told what spell is being cast. If you fail, you can still cast a reaction spell, but do not learn what spell was being cast.</p><p></p><p>The language needs to be cleaned up, but I think you get the gist.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7273800, member: 53980"] As an aside, have you folks considered the pros of this change? It's a significant boost to trickery magic if the DM allowed free identification of spells prior to this rule. There's a significant difference between everyone at the table rolling Arcana whenever a spell is cast (someone is likely to succeed) and everyone having to weigh whether it is worth their reaction to do so. Illusion spells, such as mislead, become viable in the latter case, while they are functionally useless in the former. If you're trying to trick the enemy into thinking you just summoned a flock of giant owls (because you're hoping they will waste their attacks or perhaps back off) then it's probably not going to work if everyone on the enemy team all get checks to determine that you cast an illusion spell. Personally, I think I'm going to use a slightly more convoluted approach myself. It requires a good check to both identify and counterspell, otherwise you get a choice between the two. Here's a first draft: Identifying a spell as it is being cast uses your reaction, and requires a DC 10 + spell level arcana check. If you beat the check by 5 or more, you can also cast a reaction spell as part of the same reaction. If you succeeded but but do not beat the check by 5 or more, you can still choose to cast a reaction spell but must do so before being told what spell is being cast. If you fail, you can still cast a reaction spell, but do not learn what spell was being cast. The language needs to be cleaned up, but I think you get the gist. [/QUOTE]
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