Custom Counterspell Rule


Homebrew and House Rules


Custom Counterspell: You expend an attack of opportunity to attempt a counterspell. To counterspell, you must expend one spell slot higher than the spell cast, or the same spell; and must be within 30ft. In either case, both casters must make an opposed caster level check; which receives a +2 bonus for each spell slot higher than the spell casted.

For example: A Level 2 Wizard begins to cast shocking grasp, however, you're within 30ft and decide to use your Attack of Opportunity to counter the shocking grasp with a fireball; As you are a Level 6 Sorcerer.

The enemy rolls a 13, and adds 2 (their caster level) to their check, resulting in a Caster Level check of 15.
You roll a 9, and add 6 (your caster level), and an additional 4 (due to fireball being 2 spell levels higher than shocking grasp), resulting in a Caster Level check of 19.
This results in both parties expending the appropriate spell slots, and the wizard's shocking grasp failing.

FEAT EXAMPLES

Improved Counterspell
You are skilled at countering the spells of others using similar spells.
Benefit: When counterspelling, you may use a spell of the same school to counter a spell. Additionally, you can also counterspell by using a spell of the same spell slot.
Normal: Without this feat, you may counter a spell only with the same spell or a spell one spell slot higher than the spell cast.

Greater Counterspell
You can counter most spells, and have gained the ability to stretch your counteractive magics further.
Prerequisites: Improved Counterspell
Benefit: When counterspelling, you can counterspell with any spell slot, but you take a -2 penalty to your caster level check for each spell slot below you choose to expend. Furthermore, the range of your counterspells increases by 30ft.

Reinforced Casting
Your spells are reinforced with your own mental strength, allowing them to push through those who wish to disrupt your spells.
Prerequisites: Int, Wis or Cha 14
Benefit: Whenever your spell is threatened by a counterspell, and you roll an opposed caster level check, you can add your spellcasting stat's modifier to the check. (Charisma for bards and sorcerers, Intelligence for wizards, and Wisdom for clerics)
Normal: Without this feat, you may only add your caster level to an opposed caster level check.

I hope that these rules might prove to be useful, and if there is any constructive criticism that anyone can provide, that could prove to be useful; thanks!

RPG Superstar Season 9 Top 16

It makes counterspelling way too strong. You lose 1 spell and an attack of opportunity (which is not valuable to a spellcaster) while the opponent loses a spell and a standard action (or more for spells with longer casting times). Sure, you have to sacrifice a higher spell slot, but you can get a feat with no prerequisites to offset that. Even without the feat, you can choose what spell to get rid of and it doesn't require any preparation on your part. Plus, you deviate from dispel magic's standard DC and turn it into an opposed check (which raises the question of what happens on a tie) where the counterspeller has an advantage. With a two-feat investment that has no level requirement, you can sacrifice your worthless spell slots for a chance of countering a high level spell.

Counterspelling becomes way too good of an exchange with little risk for the counterspeller. Worst case scenario, you lose an attack of opportunity and a spell you were willing to sacrifice anyway. Worst case scenario for the opponent, they lose significant action economy and the spell they wanted/needed to cast.


I do understand that the counterspeller does have significantly higher chances. Do you have any constructive feedback to help to make it more balanced? I currently want to make counterspelling an actual feasible thing, rather than it being something that all of my party avoids.

Verdant Wheel

Cyrad raises a good point about risk.

Maybe a failed counterspell check leaves the counterspeller staggered or dazed for 1 round?


I adapted the arcanist exploits as feats in a post here.

Maybe this will help?

RPG Superstar 2012 Top 32

Maybe make it an immediate action instead of an AoO? That way, it uses up the counterspeller's swift action next round AND a spell slot, so there is both an action economy cost and a resource management cost. The risk is the chance it doesn't work.


@Covent: If those are straight from the book as arcanist exploits, then I bet that it'd be perfect. Thanks!

Both ideas are also possible, could test them out!

Thanks for the feedback!

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Having it work like the counterspell arcanist exploit would work. I still think the trade is too good, but it's reasonable inline.

My biggest advice is make sure your enemies use counterspelling as well.

RPG Superstar 2012 Top 32

The 5E example of their counterspell spell has the counterspell spell being counterspelled by the enemy wizard! :-O


Brad Whittingham 241 wrote:
@Covent: If those are straight from the book as arcanist exploits, then I bet that it'd be perfect. Thanks!

This is the point at which I'd have to disagree. Just because it is a variant taken from the book does not suddenly mean it is a "perfect" solution. Take one look at the forums here for articles on how to "fix" this or that, or threads on "Name the thing you would fix in PF", etc etc.

Just because it is canon, does not make it hallowed.

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