| Saheir |
I love the idea of action economy shenanigans. Turn the spellcasting into an actual duel.
Yes, I would like that to be more of an option in PF2. I remember when I read the rules for PF1 and got really excited when I saw that you could counter someone else's spell. I also remember being disappointed when I realized that the mechanic was much more limited than I had expected.
What I'd do for PF2 is spellbinding. Allow an option to 'bind' a spell. You ready an action (or use the feat to be able to counterspell without readying), and if you have the right spell, great, you counter it. If you don't, you spend your reaction, spend a spell slot of the same level or higher, and then the enemy's spell is held at bay as long as you keep spending an action on your turn.
If you stop concentrating, or if you get hit and lose your concentration, the spell goes off. But by that point maybe people can have moved out of the area of effect, or you've killed the caster so getting charmed ain't a big deal, etc.
Spellbinding as an alternate use of Counterspell sounds like a very interesting approach.
Back in 2007 I wrote the War of the Burning Sky campaign for D&D 3.5, and the recurring antagonists were magical inquisitors, who wore bear skull masks and articulate bronze claws on one hand. They were clerics who traded out turn/command undead for being able to counterspell.
Narratively, if you cast a spell by them, they'd slash the air with their claw and 'cut' the spell to pieces.
That is, easily, one of the more interesting ideas I have heard for a "spell-breaker" enemy concept; both in regards to mechanics and story. I suspect I will be borrowing that concept in the near future. :)