Counter Magic I - IX


Combat & Magic


Since the counterspelling mechanic was a little wonky unless you had the Improved Counterspell feat and knew that you were fighting another spellcaster or if you could read that spellcaster's mind or see the future, I came up with the following series of spells (about a year ago for my Final Fantasy project).

Counter Magic I
Abjuration
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 immediate action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell is cast as a counter action to another creature casting a spell. You disrupt the spellcasting of the subject by dispersing or interrupting the flow of the magical energy being used by the subject to cast its spell. Both you and the subject must make opposed caster level checks (1d20 + caster level).
If your check result is equal or higher, then the spell being cast by the subject automatically fails, producing no effect.
If your check result is lower, then the spell being cast by the subject is cast as normal. You may attempt to cast this spell again on the same subject during the next round if the subject’s casting time continues into the next round.
This spell only affects the casting of 0-level and 1st level spells with a casting time of 1 standard action or longer.

Counter Magic IX
Abjuration
Level: Sor/Wiz 1
This spell functions like counter magic I, except as noted.
This spell only affects the casting of 9th level or lower arcane spells with a casting time of 1 standard action or longer.
You gain a bonus to your caster level check equal to 2 times the difference in spell level between this spell and the spell cast by the subject. For example, if the subject’s spell were a 0-level spell, then you would gain a +18 bonus on your caster level check.

Counter Magic II through VIII each affect spells of equal level or lower and gain a bonus depending on the difference between spell levels. This does not take away from having the Improved Counterspell feat because this spell has to be known or prepared and it does not make Dispel Magic much less useful because Dispel Magic is usually used for its other effects.


Interesting, but it looks like it would make sorcerers much better at counter-spelling than their wizard counterparts by virtue of always having it available if they know it. I'd rather see an alternate mechanic where a wizard or sorcerer could convert a spell slot of equal or higher level than the spell being cast in order to make a dispel check. The arcane version of divine casters' spontaneous casting, if you will.

Depending on how much of a role you want counter-spelling to play in your campaign, it could either be a class trait, or a feat with a prerequisite of Improved Counterspell.

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