Counterspelling Confusion


Rules Questions


From the PRD:

Quote:
To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

The bolded part is what is confusing me.

Do you, or don't you, have to both know the spell you're countering, and have it prepared? What is the deal with the "or have a slot of the appropriate level available" bit?

I hate to be dense, but I'm not getting it.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

The parenthetical portion is referring to other spellcasters who do not prepare spells, such as bards and sorcerers. They are permitted to use one of their daily spell slots, rather than a prepared spell (since they can't prepares spells).

They still need to have the same spell known, however.


So, the safe bet, for counterspelling, is to have some dispel magics and greater dispel magics ready and waiting, then.


yep. improved counterspell is useful as well


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Ashenfall wrote:
So, the safe bet, for counterspelling, is to have some dispel magics and greater dispel magics ready and waiting, then.

The safe bet is to not bother with counterspelling at all and to instead ready an action to blast the opposing spellcaster. That way you disrupt their spell AND deal damage (to them and possibly their henchmen as well).

Counterspelling is a clearly subpar option (primarily due to the above option being available). You should avoid it except for special circumstances (such as spell duels).


Ravingdork wrote:
Ashenfall wrote:
So, the safe bet, for counterspelling, is to have some dispel magics and greater dispel magics ready and waiting, then.

The safe bet is to not bother with counterspelling at all and to instead ready an action to blast the opposing spellcaster. That way you disrupt their spell AND deal damage (to them and possibly their henchmen as well).

Counterspelling is a clearly subpar option (primarily due to the above option being available). You should avoid it except for special circumstances (such as spell duels).

WHAT!?

It is way lower risk to attempt counterspelling than to risk you not even interrupting the spell that some casting baddie is throwing down. I've seen too many times that someone took the path you describe and found that it lead to the baddie's spell went off and really messed things up for their party.

You really want to risk that your spell doesn't take out his casting of finger of death? I sure don't.

Liberty's Edge

thenobledrake wrote:
Ravingdork wrote:
Ashenfall wrote:
So, the safe bet, for counterspelling, is to have some dispel magics and greater dispel magics ready and waiting, then.

The safe bet is to not bother with counterspelling at all and to instead ready an action to blast the opposing spellcaster. That way you disrupt their spell AND deal damage (to them and possibly their henchmen as well).

Counterspelling is a clearly subpar option (primarily due to the above option being available). You should avoid it except for special circumstances (such as spell duels).

WHAT!?

It is way lower risk to attempt counterspelling than to risk you not even interrupting the spell that some casting baddie is throwing down. I've seen too many times that someone took the path you describe and found that it lead to the baddie's spell went off and really messed things up for their party.

You really want to risk that your spell doesn't take out his casting of finger of death? I sure don't.

Sure, counterspelling is a surer route, assuming that you have the spell in your known spells list, and either have a slot or prepared version available, which is, truly, a rarity.

And wasting a dispel on counterspelling is also, extremely, suboptimal, since you are better off turning off one of his buffs instead of a single spell cast.

Better off, if you can, is to ready a cast of a nasty damage spell, so he has to make an insane concentration check to actually cast his spell. If he is even still up after taking the damage.

And, if you aren't a spellcaster, you can usually ready an attack on the spellcaster which can help in that way, as well.

Consider Disruptive Spell, for instance, which makes it even harder for him to make his concentration check.


Callarek wrote:
And wasting a dispel on counterspelling is also, extremely, suboptimal, since you are better off turning off one of his buffs instead of a single spell cast.

I fail to see how knocking down a buff is better than potentially saving the cleric's life from the save or die flying his way... but perhaps I run games on a different end of the spectrum than most.


I think if you do not have improved Counterspell it is pointless, unless you KNOW a nasty spell is coming then prep a Dispel Magic.

As to readying something to disrupt the caster, may or may not work depending on their concentration AND what if you can't hit the broad side of a barn with an attack?


Important thing to remember:
Using Dispel Magic as a counterspell is not an auto-success.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

If your cleric (high Fortitude saves, death ward) needs saving from a save or die spell, then something is already terribly wrong.


Ravingdork wrote:
If your cleric (high Fortitude saves, death ward) needs saving from a save or die spell, then something is already terribly wrong.

Because there is only one way to build and play a cleric, right?


The great thing about counterspelling (Via same or opposed spell but NOT dispel magic) is that there is no check, no opposed caster levels etc etc, a 5th level Wizard can counter a 20th level wizard's Maximized fireball with NO CHECKS, and ruling out any interruption to the 5th level wizard's cast, no chance to fail as far as I can see from the rules.
Thats gotta be good value.

But the obvious draw back, like many stated is that you have to have the spell ready, but if you know your target well, you can put the odds a little more in your favour.

Edit: By no checks I mean on the dispelling itself, not the identifying, which is obviously a check

Liberty's Edge

ProxyProxy wrote:

The great thing about counterspelling (Via same or opposed spell but NOT dispel magic) is that there is no check, no opposed caster levels etc etc, a 5th level Wizard can counter a 20th level wizard's Maximized fireball with NO CHECKS, and ruling out any interruption to the 5th level wizard's cast, no chance to fail as far as I can see from the rules.

Thats gotta be good value.

But the obvious draw back, like many stated is that you have to have the spell ready, but if you know your target well, you can put the odds a little more in your favour.

Edit: By no checks I mean on the dispelling itself, not the identifying, which is obviously a check

Of course, it doesn't help at all when that 20th level Wizard casts a Wish, Meteor Swarm or other spell that is not going to be available for the 5th level Wizard...

On the Cleric & Save or Die spells, indeed, you can always play a Cleric with a 5 Con, but he probably won't survive 1st level, since Clerics are, usually, a primary target at any level.

And, on Dispel, I would rather see that Stoneskin, Greater Invisibility, or some such go away, then try to prevent that DC 25 Save or Die when the target is at +15 to save. Sure, it sucks if your dice hate you, but that same low roll would fail on the counterspell, anyhow.


Readying a damage spell makes the most sense to me, after seeing the reasoning. IIRC, the concentration check DC is 10 or 15 plus level of spell you're casting, plus however much damage you just took.

And, if I'm reading combat casting correctly, the enemy caster wouldn't get that +4 bonus to his concentration check.


Of course, it doesn't help against a lot of the spells a lvl 20 could throw at a lvl 5, but if you were the level 20 caster, would you start a battle using such a high spell slot for a level 5 threat(s)?

I was simply trying to point out how it can be a great leveler of spell casters, as highly situational as it may be

And regarding Combat Casting, it only helps when casting defensively, IE when you're threatened while casting, its not an all round +4 to concentration checks

Liberty's Edge

ProxyProxy wrote:

Of course, it doesn't help against a lot of the spells a lvl 20 could throw at a lvl 5, but if you were the level 20 caster, would you start a battle using such a high spell slot for a level 5 threat(s)?

I was simply trying to point out how it can be a great leveler of spell casters, as highly situational as it may be

And regarding Combat Casting, it only helps when casting defensively, IE when you're threatened while casting, its not an all round +4 to concentration checks

Probably not the Meteor Swarm, but maybe an Ice Storm. Take 'em out quickly, with as little risk/expense as possible, and you are still staying above any possible auto fail level.


thenobledrake wrote:
Ravingdork wrote:
If your cleric (high Fortitude saves, death ward) needs saving from a save or die spell, then something is already terribly wrong.
Because there is only one way to build and play a cleric, right?

No... because clerics start off with a good fortitude save and most of the buffs to render such spells nul and void upon arrival and the fact that I've seen all of one person ever 'dump' Con and even then it was a 10.


Abraham spalding wrote:
thenobledrake wrote:
Ravingdork wrote:
If your cleric (high Fortitude saves, death ward) needs saving from a save or die spell, then something is already terribly wrong.
Because there is only one way to build and play a cleric, right?
No... because clerics start off with a good fortitude save and most of the buffs to render such spells nul and void upon arrival and the fact that I've seen all of one person ever 'dump' Con and even then it was a 10.

So we take a dude first running into a spell, Finger of Death, in a battle that is considered "epic" for his party - putting his party at APL 9 facing down a 13th level wizard NPC.

That puts our cleric's base save at +6 fortitude. Add his constitution modifier, any bonus from magic items, and any feats - which we can assume some, but not all of apply - call it another +4 to his save for a total of +10.

Now we look at our caster baddie's save DC. Starts at 17 thanks to the level of the spell, add his feats and ability modifier to that... can we say that another 7 (say 5 from ability score and 2 from feats) is fair? That puts our DC at 24.

That's a less than 50/50 chance of success (35% to be precise) and we aren't even dealing with optimization on the side of the bad-guy.

But hey, that's just a reasonable scenario that assumes there might ever possibly be a moment when a cleric that has death ward prepared has not yet cast it because he doesn't yet realize it is the time to do so.


Honestly no -- it's highly unlikely that the bonuses will be that low on the save.

Liberty's Edge

thenobledrake wrote:
Abraham spalding wrote:
thenobledrake wrote:
Ravingdork wrote:
If your cleric (high Fortitude saves, death ward) needs saving from a save or die spell, then something is already terribly wrong.
Because there is only one way to build and play a cleric, right?
No... because clerics start off with a good fortitude save and most of the buffs to render such spells nul and void upon arrival and the fact that I've seen all of one person ever 'dump' Con and even then it was a 10.

So we take a dude first running into a spell, Finger of Death, in a battle that is considered "epic" for his party - putting his party at APL 9 facing down a 13th level wizard NPC.

That puts our cleric's base save at +6 fortitude. Add his constitution modifier, any bonus from magic items, and any feats - which we can assume some, but not all of apply - call it another +4 to his save for a total of +10.

Now we look at our caster baddie's save DC. Starts at 17 thanks to the level of the spell, add his feats and ability modifier to that... can we say that another 7 (say 5 from ability score and 2 from feats) is fair? That puts our DC at 24.

That's a less than 50/50 chance of success (35% to be precise) and we aren't even dealing with optimization on the side of the bad-guy.

But hey, that's just a reasonable scenario that assumes there might ever possibly be a moment when a cleric that has death ward prepared has not yet cast it because he doesn't yet realize it is the time to do so.

Must be a custom NPC, since any from most published stuff would be using the Elite array for stats. So 18 Int, +4. Maybe a +2 Int item. +5.

Burning his sole 7th level spell. Hmmm.

DC 22 or so. Unless the majority of his spells are from the same school as FoD, he wouldn't have burned Spell Focus or Greater Spell Focus on the school.

Cleric, so 9th level from your APL, so +6 from class level. +2 from stat (everyone advises having a 14 Con, so...), +2, maybe +3 from a Cloak of Resistance, so +10.

He'll need a 12 or better to save, so 40% chance of failure. Not bad for an Epic encounter, which is supposed to burn 90-100% of a party's resources from fresh, and likely to kill one or more characters, even if they win.

And, let's see. The Cleric would need to use Dispel Magic to counterspell, so what are his odds of successfully counterspelling?

DC 17 to identify, if there is nothing to make it more difficult. So, better than 50% chance to ID the spell, if he has 9 ranks in Spellcraft.

Now, you make the Counterspell check: 1d20 + your caster level, your caster level is 9, so 1d20+9 against a DC of 11 + spell's caster level, so minimum 13, so DC 24, assuming that the enemy caster doesn't have anything that boosts his caster level for this spell. Hmmm. Needs a 15 or better to counterspell successfully, compared to a 12 or better to just plain survive.

Cost effective? Heh.


Abraham spalding wrote:
Honestly no -- it's highly unlikely that the bonuses will be that low on the save.

Unlikely it would would be that low? What number do you think is reasonable then?

I'm talking about a 9th level Cleric that could have any of the following situations:

+2 con modifier and Great Fortitude
+2 cloak of protection, +1 con modifier, and a trait boosting his fortitude.
+4 con modifier.

Please, do elaborate and tell me why - for a class that doesn't gain special benefits from Constitution - that number is low.

Callarek wrote:
Must be a custom NPC, since any from most published stuff would be using the Elite array for stats. So 18 Int, +4. Maybe a +2 Int item. +5

Elite array gives a 15, Human gives a +2 wherever it is wanted, and his levels give him three +1s to do whatever he wants with - giving this Wizard a 20, just like I said - and without him having any magic item boosting the score.

DC 24, just like I said, since taking spell focus in necromancy is only a bad idea if you don't plan on preparing necromancy spells at all.

Callarek wrote:
Burning his sole 7th level spell. Hmmm.

He is an NPC, which means his purpose is to be a fun piece of the story for the players to interact with... him casting his "big spells" that he only has 2 of, being that he is a Necromancer, is how he makes his mark on the story before he is tossed out of it following a single round of the PCs attacking (as not much is built to survive such an event).

Callarek wrote:
And, let's see. The Cleric would need to use Dispel Magic to counterspell, so what are his odds of successfully counterspelling?

I'm not saying that the cleric has particularly good odds for counterspelling, nor am I actually saying that the cleric should dedicate an action to even try - this is an epic fight, this sudden wizard arrival just told us that, so our cleric will need to be buffing, healing, and laying down the law like clerics do.

...but if he has a wizard/sorcerer buddy nearby, it's not a sub-par choice for them to try and counterspell to give the cleric that much extra shot to survive.

I'm contesting that the chances of using a damage dealing spell to interrupt the spell are less than the chances of counterspell being helpful.

I think the 1d20+9 against the DC 24 (30% chance) is a safer bet than [rolling an attack/forcing a save + rolling damage if that went the right way + a higher level wizard failing a concentration check]

In our above example we have a 30% chance of success by dispelling... to get a similar chance of interrupting the spell via damage, we have to make the caster fail on a 6 or less - with his +18 concentration, that makes our minimum concentration for him to fail DC 25... so that's 8 points of damage inflicted.

Can you really make 8 points of damage apply to him despite whatever buffs he might have present, resistances he may have, saves he might pass or attack rolls you might fail? I don't think the chances are as good as dispelling, but I don't feel like doing out all the math... maybe I am wrong, but I doubt it - 1 thing that needs to go right is usually much more likely than needing 2 things to go right and both happening.


Sure counterspell is still a subpar choice -- you're better off hitting the guy while he is casting than trying to counter for the arcanist too.

Lets say it's been a few encounters so you've used your fifth level slot already heck you've even used a fourth level slot.

However if you have say Lightning bolt, fireball or enervation you can cause issues for the caster and force a concentration check.

Lets go with the enervation -- you hit he takes 1d4 negative energy levels, you're a focused arcane caster so you've topped off you casting stat (a 24~26 at this point) which means the DC for the enervation is 21~22 without spell focus.

Now that death spell coming in has to overcome a DC 28~29 Concentration check and the caster is 1d4 (2.5 on average) less on the check, meaning 13+5-1~4=14~11 so he needs a 12.5~14 to still cast the spell and then there is still the save throw for the cleric. That's a 50~65% success rate (with the 28 otherwise you have a 55%~70% success rate of forcing him to fail his spell).

So you've lowered the bad guys save throws, attack rolls, caster level, Hit points, and skill check in addition to forcing him to try to cast the spell with a higher failure rate on his end.

Using the fireball and getting average damage with him still saving means that you'll see 17 points of damage which would give a concentration check of 34.

Now instead you could still go with scorching ray too -- You'll get two rays which is going to get out 24 points of damage so the concentration check will be a 41 for the death ray.

However lets say you're down to just magic missiles. 5 missiles are going to average 3.5 damage each or 17.5 points of damage, for a concentration check of 34.5 for the death spell, which is still going to be a failure rate for the death spell of 75% (34-18=16+ for success on casting the spell).

As you can see forcing a concentration check by hitting the guy with an actual spell has a higher success rate than trying to counter spell.


Abraham spalding wrote:
<enervation example>

You say "better off," but all I see is more opportunities for things to go poorly.

Attack Roll: You've got a +4 BAB, and it's a touch attack... but he is higher level, can be assumed to have buff spells in place that might alter this... we haven't figured out the chance of failure here - and that means we don't know the exact chance of the following either.

1d4 roll: the effect could be minor (1) or pretty significant (4), and would influence the following also.

Spell Resistance: we haven't addressed whether he has any and how high it is if he does - more unknowns that influence the following.

Specific Buffs: In the case of Enervation being thrown at a necromancer, we might have to think about outright immunity - if it's a fireball or lightning bolt, what about resistance? As a wizard, this NPC might have counters to your spells affecting him - just like our cleric in the example would have, had he known the necromancer was coming, put up a death ward. More variables, more chance for the plan to fail entirely.

Concentration: We know the guy is working with 13 from his level and 5 from his intelligence, but we don't know if there is something else that might influence that (I can't remember if there are any feats or items, myself - there could definitely be custom rules at the theoretical table where this example happens).

So now we can compare what we do know: Dispel used as Counterspell - 1 roll with easy to estimate chance to succeed. Just blasting the bad guy and hoping for spell interruption - 5 different points on which the plan could fail, meaning a possibility of 5 times greater chance of failure and a guaranteed to be higher minimum chance of failure just because of all the parts involved.

More Parts = More chance to fail.

And as for the rest of the examples... I am amused that earlier in the thread someone mentioned that dispel magic would be better served targeted against the theoretical bad guy's buff spells, and then now in the thread I see a post assuming a 13th level necromancer is being hit by, failing saves against, and lacking defense specific to a list of spells he probably also knows.

I get a laugh out of it - earlier it was that all clerics always have death ward up at the right time, but not a wizard doesn't even have shield and is getting blasted with a magic missile.

Variables people, they vary, it's their very definition to do so - all we can know with certainty is that more variables = more chance for error. Counterspelling has less variables than trying to hurt-interrupt.


Considering there is no save throw for enervation it's a great spell to use. Personally I save Dispel magic for out of combat uses, or dispelling the odd SoS.

I would never claim a cleric will always have a death ward up -- but he's unlikely to need it.

And it's a +4 BAB -- but that doesn't account for any other bonuses he might have. Indeed it's unlikely that the touch AC will be higher than a 15.

However I covered a range of different spells that could be used precisely because you might decide that enervation is something he might manage to have a defense again (though I would like to know what defense).

With the blasting spells I assumed he passed the save -- something you should have noticed.

Spell resistance is going to be a joke if he has it at 13th level. Unless suddenly you're going to say he's drow on top of being level 13 (puts him up to a CR 15 by the way) and even then counter spelling is still a bad choice.

Interrupting is much easier to do, is likely to have an effect even if it fails to end the spell, and doesn't waste a slot for no effect over 2/3 of the time.

However if you don't want to hear that you don't want to hear that.

Even if you don't like the interrupt you are still better off with other options -- like buffing the cleric before the spell lands (since readied actions happen first).

At the end of the day the only time you should counter spell is if you are bored or a wizard specialist of the counterspell subschool of abjuration.


Our party has a sorcerer who once spells start flying readys scorching ray against any spell caster he deems worthy lets just say that 8d6(Avg. 28) from the two rays tends to cause some disruption in magical service.


Abraham spalding wrote:


However if you don't want to hear that you don't want to hear that.

I said more parts makes more chances for failure, and you tell me that not accepting your "assuming average damage" examples are what is being ignored?

I think not. Though I did break down into some numbers with what I thought were some reasonable assumptions...

The results: Enervation is a great choice because the chance it interrupts the spell is a slight bit better (roughly 8%) than counterspelling - but in some cases the spell succeeds and the caster is only mildly inconvenienced in comparison to the suddenly dead target of his spell.

Lightning bolt and fireball are decent... so long as the target doesn't have resist energy (of the appropriate sort) cast on himself, in which case their effectiveness for interrupting spells drops to almost zero.

I still stand by my original point, however, that attempting to counterspell is the best actual chance at helping your cleric buddy who happens to not be death-proof from being destroyed in this epic necromancer battle scenario.


How did we end up in a super necro fight without enough forwarning that we didn't know we were fighting a super necro?


Talonhawke wrote:
Our party has a sorcerer who once spells start flying readys scorching ray against any spell caster he deems worthy lets just say that 8d6(Avg. 28) from the two rays tends to cause some disruption in magical service.

7th level... and no caster enemies with fire resistance?

An appropriately leveled encounter with a caster who, having heard tell of this flame-blasting hero, casts a resist energy spell on himself would only be looking at an average damage of 0 from those rays.


Talonhawke wrote:
How did we end up in a super necro fight without enough forwarning that we didn't know we were fighting a super necro?

The scenario assumed that you knew you were going to run into a super-necro at some point in the near future - near enough that you prepared death ward... but then you didn't know down to within 9 minutes time when he would show up, and he managed to jump out before you had a chance to be actually prepared.

alternatively... you killed his cousin a few months back, word got around, and he has been stalking you - maybe you have no idea exactly how potent a threat he is, or aren't aware that he is a spellcaster.

Yeah... the scenario assumes a situation other than "We are hunting necromancer," but I find that to be a perfectly acceptable difference from the supposed "morm."


A 13th level necromancer and what cleric doesn't have death ward ready to go before the fight. I mean any cleric who knows anything about this fight is gonna have no issues from his finger of death spells.


Talonhawke wrote:

A 13th level necromancer and what cleric doesn't have death ward ready to go before the fight. I mean any cleric who knows anything about this fight is gonna have no issues from his finger of death spells.

Yes, the cleric has death ward prepared.

Yes, the cleric knows he needs to cast death ward when facing the necromancer.

No, the cleric cannot be guaranteed to know before initiative that he is about to face the necromancer within the next [spell's minutes/level duration]

No, the cleric cannot be guaranteed to get a higher initiative than the necromancer.

That means there are times, however rare, in which this necromancer has a chance to do what he knows he needs to do in order to have a chance to defeat the party: kill the cleric with one spell.

...or am I insane for believing all of the above?


Yes the other caster knows i ready fire spells.

Yes he has resist energy prepared.

No the caster cannot be gauranteed to know before initiative the he is facing me within [10mins/level time]

No the caster cannot be gauranteed to get a higher inititave than me.

That means their are time, lots of them actually, that i get to interrupt spells because they can't be ready all the time.

........Or am I insane for applying your logic back on my situation.

Also who else is in this party Frodo and hte Hobbits if beating one guy wins the fight at 9th level.

Scarab Sages

Vuvu wrote:

yep. improved counterspell is useful as well

Interrupting the 'How to Build a Cleric' pissing contest for a minute, and getting back to the thread...

Improved Counterspell becomes much more attractive, the more rules sources are being used in the campaign.

Even in a Core-Only game, there's a lot of spells, and the chance of having the right one is low, without prior intel.

Once you start adding the APG, UM, UC, region guides, race guides, independent spell research, the likelihood of the opposing caster having a spell you've not expected rises accordingly. Some of those spells you may never have encountered before, or even heard of.

Even if the NPC casters are being run as written from a scenario, with only spell choices from the Core book, the players will presumably be using every source open to them, which means the NPC's chance of countering the PCs' spells are minimal, without Improved Counterspell.

Those were my experiences, playing an abjuration specialist wizard in Shackled City to level 18, using the 3.5 PH and Spell Compendium. Pathfinder currently must have at least as many official spells as that.


Talonhawke wrote:
...Or am I insane for applying your logic back on my situation.

No, I am glad someone finally sees the point - you may note, however, that I was simply asking whether the scorching ray trick ever ran into problems and giving an example of how easy problems could arise at that level.

Talonhawke wrote:
Also who else is in this party Frodo and hte Hobbits if beating one guy wins the fight at 9th level.

You seem to be misunderstanding what I previously said.

I did not say this necromancer taking down the cleric will win the fight.
I said the necromancer has to take down the cleric to stand a chance against the party. He is, afterall, outnumbered 3 to one or worse even after the cleric is dead - hard enough conditions to triumph in, made near impossible if he can't take out their healing/support.

I'm sorry, I know I surely sound argumentative and jerk-ish all through this thread... I just have a pet peeve on how conversations about gaming stuff that turn to absolutes like "damage interrupt strategies are always better than counterspelling," when there are easily thought of variables to the situation that prove otherwise - such as damage interrupt strategy being completely impossible if all you have for damage is magic missile and the target has a brooch of shielding or the shield spell.

I just can't help but say something when it seems like someone is not only content in believing that there is only one way to build and play each class, but chooses to attempt to convince others of the same.

My final word on the matter: sometimes counterspelling is better, sometimes doing something else is better - it all depends on build, circumstance, and all the other little variables that come up in play.

My advice? Do what fits your character's personality.


Talonhawke wrote:

Yes the other caster knows i ready fire spells.

Yes he has resist energy prepared.

No the caster cannot be gauranteed to know before initiative the he is facing me within [10mins/level time]

No the caster cannot be gauranteed to get a higher inititave than me.

That means their are time, lots of them actually, that i get to interrupt spells because they can't be ready all the time.

........Or am I insane for applying your logic back on my situation.

Also who else is in this party Frodo and hte Hobbits if beating one guy wins the fight at 9th level.

Except you're comparing a 10 minutes/level 2nd level spell cast by a 13th level caster to a 1 minute/level 4th level spell cast by a 9th level caster.

The necromancer could easily afford to prep two resist energy spells each day, and have 260 minutes = 4 hours & 20 minutes worth of protection, at the cost of losing some unimportant spell slots. He's also high enough level that he could even have a contingency to cast resist energy on himself as soon as he sees the party.

Meanwhile, the cleric in question could cast death ward 2-4 times per day, at the cost of some of his most powerful spell slots. At 9 minutes per cast, that's a maximum of 36 minutes.

So yes, while it's theoretically possible the necromancer isn't protected when the party finds him, it's a lot less likely than the cleric not being protected.


Pathfinder Battles Case Subscriber

My sorcerer has a headband of counterspelling and dispel magic. Disrupting casting with damage? Feh - that's what the barbarian, archer, and swashbuckler are for.

It turned out to be a good build for one of the boss fights in Rise of the Runelords

http://paulmurray.wordpress.com/2014/09/24/something-for-everyone/

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