
Arcaneumkiller |

Hello, So preparing for my upcoming game of Pathfinder, came upon the rule for counterspell. My exposition to this mechanic was actually from Critical Role, they are playing 5e so obviously it's not the same game but I don't understand why pathfinder doesn't change it to somethhing closer to 5e. Having to have the exact same spell in your spell list. There is over 100 lv 1 spell, 135 according to Archive of Nethys to be exact.
What are the odds that my LV1 or 2 Oracle who has access to 2 or 3 level 1 divine spell will be able to conteract? Even if I was level 20 I would have 29 spell, but only 3 of each level except level 10 spell. Counterspell in Pathfinder is basically = to dumb luck or your DM is going out of his way to use spell that you have on your spell list Both sounds insane. Please tell me I am missing something. Personnally I think counterspelling should be something you can do anything to any caster of the same level or lower. Spending a spell slot is already an extremely steep price to pay, I don't think it shoudl be necessary to know the spell and have it prepared.
Also with my oracle I most of my spell are passive healing or and helping my teammate to that means I can never hope to counterspell any magic...So I see an enemy casting fire ball, and hurl it at my ally. and then next turn he does the same thing . I recognize the pattern. But sorry you dont have fireball in your repertoire.
Do you think the rule should be change, if not why? and or do you use a house rule to make it more interesting?

breithauptclan |

Just wait until your party encounters a Witch that counterspells Heal.
I would also note that Wizard has Clever Counterspell and School Counterspell. Granted, those are fairly high level feats and only available to Wizards.
Generally I like that counterspell isn't such a good option. Shutting down another character's ability to do their normal thing doesn't make for engaging encounters. People complain about that with Swashbuckler a lot when going up against creatures that are immune to precision damage and other things like that. Being able to just press one button and make an enemy non-functional doesn't feel good.

Castilliano |

Is there a rules question in there?
Seems like you understand the feat's rules, realized it doesn't work well for your PC, and therefore want it fixed? This might be a better question for the Homebrew section if focused on entertaining alternatives.
Yet rest assured, Oracles don't have Counterspell on their feat list anyway, making it simple to avoid. (If deadset on wanting to, you'll have to take a Dedication, but recognize nobody expects that from your PC.)
As for why counterspelling became a feat limited to select classes and w/ different rules than a different game system w/ different (& IMO subpar) game balance is a question for Paizo, not players. One thing to keep in mind is minion enemy casters and their access to the same rules. So don't alter rules too much to where they can easily shut down the party.
For better or worse, feats are situational & none are required by default to remain competitive. As written the feat works well for certain PCs and/or when regularly facing casters w/ standard spell lists, i.e. fireball. The ability to waste an opponent caster's spell & turn w/ a Reaction (and not Readying) is respectable, so I'm unsure opening it up more would balance well w/ a 1st level feat. Look at the later Counterspell feats which are high level to get an inkling of the power curve. Not that a Dedication wouldn't give an Oracle access to those, but if wanting to play a counterspeller later.

Arcaneumkiller |

...
As for why counterspelling became a feat limited to select classes and w/ different rules than a different game system w/ different (& IMO subpar) game balance is a question for Paizo, not players...
I am a player at my table not the DM for context.
I have no idea how to ask this question to paizo directly, but I saw in some thread that sometimes mods or other designer joins a discussion. Not sure how rare that happens. A part of me was hoping this might happen. Although I was not holding my breath.
As far as balance is concerned, if the player can do it to the NPC then is it not balance? It's a 2 ways street. Plenty of things players dont enjoy but, I think if both side can do it, then it's an tradeof. I mean sure, its annoying when it happens to you but its so fun when you do it to a villain and save another party member or the entire party from tons of damage.
I was sending a message text to my DM about it and I thought I would check the forum to see what people thought about it.
I think they have taken shortcut to fix issues, and don't trust the DM to be harsh but fair with their players. You don't want the player to suffer or abuse the mechanic of Demoralize on enemies but if you removed the immune (which I think is one of the worst decision Paizo ever made for a rule) then again it's a 2 way street. And also it makes 0 sense story wise that every single time you demoralize and scare someone they are immediately immune to any of your further attempt to scare them. IF there is a Gargantuan Dragon in front of me and I am level 1 and he roars to scare me and succeed, I don't see why I would be immune to further attempt from him.

Errenor |
As far as balance is concerned, if the player can do it to the NPC then is it not balance? It's a 2 ways street. <...> IF there is a Gargantuan Dragon in front of me and I am level 1 and he roars to scare me and succeed, I don't see why I would be immune to further attempt from him.
Not all balanced things and plausible things are fun.
Also for Demoralize even immunity is rather plausible. Yes, you really have only one attempt, after failure you aren't considered as seriously. Even if you are a dragon.
Castilliano |

Arcaneumkiller wrote:As far as balance is concerned, if the player can do it to the NPC then is it not balance? It's a 2 ways street. <...> IF there is a Gargantuan Dragon in front of me and I am level 1 and he roars to scare me and succeed, I don't see why I would be immune to further attempt from him.Not all balanced things and plausible things are fun.
Also for Demoralize even immunity is rather plausible. Yes, you really have only one attempt, after failure you aren't considered as seriously. Even if you are a dragon.
I'd assumed the PCs would be the main counterspellers; the gist being that many players want abilities for their PCs that they don't want to see NPCs using against the party. Having their spells easily countered by minions would frustrate most players, much as it'd be awkward if the party could hire lower-level casters simply as counterspellers vs. caster bosses.
And there's also balance of 1st level abilities vs. other 1st level abilities. If tweaking Counterspell, it'd likely have to become a higher level feat. (Which again, isn't an Oracle feat, so I'm not sure why you're so focused on it for your Oracle.)

HumbleGamer |
Sometimes, someone from Paizo takes part in a forum discussion, but there's no way to "summon" them.
Plus, what you are talking about is just a preference of yours ( aka "I don't like it. I think it should be changed. Do you also think it should be changed? If not, why?" ).
Finally, consider that lore and flavor are not the main concern in this 2e. Balance, being this system closer to a boardgame or a tactical game, comes first, and then anything else.
I wouldn't try to justify any of the rules in a proper way like ( talking about demoralize ):
"It's because you only get scared the first time, then it doesn't affect you anymore because you learn how to handle it"
or
"It's because the same tactic wouldn't be effective as the first one ( as you don't expect someone to yell at you or look at you with a scaring face ).
It's nothing like this.
It's just "Combat lasts X rounds, and you can attempt demoralize each target once per round, regardless the result".
Just rules.
How any group interpretates a rule in terms of flavor is not important.
ps: As for the Demoralize, the braggart swashbuckler is the class/spec meant to work with demoralize ( by lvl 9 they can spam it over and over ).
pps: As for counteract mechanics, they come with a tough trade. Unless shadow siphon which is, in my opinion, one of the best spells ever.

YuriP |
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Backing to OP.
Maybe this can be a bit strange for new players but I think that the designers intention is that counterspell should not be a thing to do easier and all time. They probably don't want that an encounter vs magicians should end into a competition of counteracts with each side trying to counteract the other.
The other point is that the rule tries to value the wizard class a little making it's counterspell abilities a bit better with feats like Clever Counterspell and School Counterspell.
So if you want to counteract a spell you should consider to do a wizard instead.

Captain Morgan |
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If you want to use counter spell, you should likely be aiming for the "go to" spells in your repertoire. Heal, fireball, phantom pain, phantasmal killer, dimension door, invisibility... If you look at the bestiary (or NPCs in general) you will see these spells pop up. Those last two are particularly juicy picks because they can be the difference between and enemy escaping to come after you again.
If you're using the most eclectic of non-core spells, you can skip the feat.

SuperBidi |
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Counterspell is about what you don't want to face. My Sorcerer keeps Divine Evolution mostly for the ability to Counterspell a 3-action Harm, and he already counterspelled Fireballs to great effects. If it was a general purpose ability usable on every spell then it should be a class feature, not a feat.

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I don't really know how, but Quench can be used to counter-spell any Fire spell. I guess you can just identify the telltale signs of fire magic and react accordingly?

Ravingdork |

Yeah, you don't really need to worry about the hundreds of spells in the game, only the dozens of those within the Core Rulebook. It's rare to see a creature or character using non-Core spells. Furthermore, there's about a dozen core spells (many of which were already mentioned above) that are seen over and over again in Paizo material.
I had a sorcerer who would dispell fireballs, magic missiles, and even other dispels. It worked properly and to great effect every four sessions, give or take.

Ravingdork |

Cordell Kintner wrote:I'm sure he meant they Counterspelled Dispel Magic with Dispel Magic so that their buffs wouldn't be dispelled.In PF1 my ring of counterspells (with Dispel Magic inside) countered a Dispel Magic that was trying to counter my Dispel Magic. Magic (the Gathering) moment.
LOL.

Castilliano |
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Cordell Kintner wrote:I'm sure he meant they Counterspelled Dispel Magic with Dispel Magic so that their buffs wouldn't be dispelled.In PF1 my ring of counterspells (with Dispel Magic inside) countered a Dispel Magic that was trying to counter my Dispel Magic. Magic (the Gathering) moment.
The enemy's Dispel is targeting your spell, not you, so by my reckoning shouldn't have triggered the ring...
*shrug*
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Do you think the rule should be change, if not why? and or do you use a house rule to make it more interesting?
WotC seems to think it should change. I'm no longer paying attention to one d&d, but I remember them saying monsters and NPCs would have magic effects instead of spells. So you could counter spell fireball, but not "monster does 8d6 fire in a 20foot radius sphere."
Arcane castor duels in 5e are the worst.

Megistone |

Megistone wrote:Cordell Kintner wrote:I'm sure he meant they Counterspelled Dispel Magic with Dispel Magic so that their buffs wouldn't be dispelled.In PF1 my ring of counterspells (with Dispel Magic inside) countered a Dispel Magic that was trying to counter my Dispel Magic. Magic (the Gathering) moment.The enemy's Dispel is targeting your spell, not you, so by my reckoning shouldn't have triggered the ring...
*shrug*
Eh, it was actually a [floating globe with many eyes]'s dispelling ray, and the GM ruled that it applied. Probably for the fun element.

Willeggess |
Geometry Dash World said:
Hello, So preparing for my upcoming game of Pathfinder, came upon the rule for counterspell. My exposition to this mechanic was actually from Critical Role, they are playing 5e so obviously it's not the same game but I don't understand why pathfinder doesn't change it to somethhing closer to 5e. Having to have the exact same spell in your spell list. There is over 100 lv 1 spell, 135 according to Archive of Nethys to be exact.What are the odds that my LV1 or 2 Oracle who has access to 2 or 3 level 1 divine spell will be able to conteract? Even if I was level 20 I would have 29 spell, but only 3 of each level except level 10 spell. Counterspell in Pathfinder is basically = to dumb luck or your DM is going out of his way to use spell that you have on your spell list Both sounds insane. Please tell me I am missing something. Personnally I think counterspelling should be something you can do anything to any caster of the same level or lower. Spending a spell slot is already an extremely steep price to pay, I don't think it shoudl be necessary to know the spell and have it prepared.
Also with my oracle I most of my spell are passive healing or and helping my teammate to that means I can never hope to counterspell any magic...So I see an enemy casting fire ball, and hurl it at my ally. and then next turn he does the same thing . I recognize the pattern. But sorry you dont have fireball in your repertoire.
Do you think the rule should be change, if not why? and or do you use a house rule to make it more interesting?
The odds of successfully counterspelling in Pathfinder can be low, especially at lower levels when your spell selection is limited. As you mentioned, even at higher levels, the number of spells you have available is often much smaller than the total number of spells in the game. This aspect of counterspelling can feel restrictive and reliant on luck or DM cooperation.

Dark_Schneider |

I can only see 2 tiers:
- Cheap: just getting counterspell for countering those you have prepared or in your repertoire. Remember that for this case you don't need to recognize it. Can complement with reflect spell if wanted and available.
- Full: with the Wizard getting all the feats for free action recognize plus Clever Counterspell to use all your spellbook spells for countering. Add reflect spell of course.
The full version is a dedication by itself, requires much investment but is outstanding.

Errenor |
Dont forget that you also need to indentify the spell being cast,
Normaly Recognize Spell is a reaction meaning you cant counterspell (Also a reaction) it even if you have it prepared unless someone else indentify the spell for you or you have the feats to make Recognize Spell a free action.
No. The game is designed better than that. It works in this case. Because the requirement for being able to counterspell is less than requirement to identify the spell being cast:
"If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened."COUNTERSPELL Trigger: "A creature Casts a Spell that you have prepared."
Further Counterspell feats also work because they have Quick Recognition (Free action) as a requirement. The game is very well thought-out. In places :)
Interestingly, I now see that Counterspell doesn't work for spells cast by devices. :( Does any spells cast by magical items count as being cast by a device, not a creature? Or is this only for traps?

breithauptclan |
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Interestingly, I now see that Counterspell doesn't work for spells cast by devices. :( Does any spells cast by magical items count as being cast by a device, not a creature? Or is this only for traps?
I think it depends on the item.
Scrolls, Wands, Staves, and other items use Cast a Spell item activation - which in turn uses the same Cast a Spell activity that spellcasters use to cast their spell slots. I would expect those to be close enough to the spellcaster casting the spell that counterspell would work.
Horn of Blasting and Gecko Potion don't use spells that are on a tradition list - they just create custom magical effects. So you wouldn't be able to counterspell those. Similarly, you can't counterspell Kineticist Impulses.
Barkskin Potion is a more gray area.
Because potions don't use Cast a Spell item activation, I probably wouldn't consider it close enough and simply wouldn't let counterspell be a possibility to counteract the magical effects of drinking a potion.

Aenigma |

Will the rule for Counterspell be revised in Pathfinder Remaster just as the OP wished? I have not played D&D 5th so I don't know how Counterspell works in that edition though.
By the way, can Paizo use the word Counterspell in Pathfinder Remaster at all? I thought this particular word was created by Wizard of the Coast.

breithauptclan |
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Will the rule for Counterspell be revised in Pathfinder Remaster just as the OP wished? I have not played D&D 5th so I don't know how Counterspell works in that edition though.
By the way, can Paizo use the word Counterspell in Pathfinder Remaster at all? I thought this particular word was created by Wizard of the Coast.
The word 'counterspell' seems to me to be generic enough that it wouldn't be a problem...
Unless it also duplicated the effects and mechanics of D&D5e's Counterspell.
So I expect that Counterspell may get tweaked a bit, but not significantly. School Counterspell will certainly need to be looked at, but we already know that the Runelord archetype is going to have to wait for a bit. It will get reprinted, but not immediately.

Nelzy |

Nelzy wrote:Dont forget that you also need to indentify the spell being cast,
Normaly Recognize Spell is a reaction meaning you cant counterspell (Also a reaction) it even if you have it prepared unless someone else indentify the spell for you or you have the feats to make Recognize Spell a free action.No. The game is designed better than that. It works in this case. Because the requirement for being able to counterspell is less than requirement to identify the spell being cast:
"If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened."
COUNTERSPELL Trigger: "A creature Casts a Spell that you have prepared."
Further Counterspell feats also work because they have Quick Recognition (Free action) as a requirement. The game is very well thought-out. In places :)Interestingly, I now see that Counterspell doesn't work for spells cast by devices. :( Does any spells cast by magical items count as being cast by a device, not a creature? Or is this only for traps?
You are correct, guess was misinformed at some point and that info stuck.
but when i read what you wrote i remembered what it actually said.
SuperParkourio |
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My PFS character has Counterspell. From level 1 to 3, in the seven or eight sessions I've had, I've only encountered one enemy spellcaster at all. I don't know if they're rarer in low level PFS or if I just have bad luck picking scenarios to join, but I'm considering retraining the feat if the casters don't get more frequent.

Ravingdork |

My PFS character has Counterspell. From level 1 to 3, in the seven or eight sessions I've had, I've only encountered one enemy spellcaster at all. I don't know if they're rarer in low level PFS or if I just have bad luck picking scenarios to join, but I'm considering retraining the feat if the casters don't get more frequent.
In my XP, low level PFS is full of melee bruisers and swarms.

SuperParkourio |

SuperParkourio wrote:My PFS character has Counterspell. From level 1 to 3, in the seven or eight sessions I've had, I've only encountered one enemy spellcaster at all. I don't know if they're rarer in low level PFS or if I just have bad luck picking scenarios to join, but I'm considering retraining the feat if the casters don't get more frequent.In my XP, low level PFS is full of melee bruisers and swarms.
Do the higher level adventures have more spellcasters to counteract, then?

Finoan |

I once proposed using counterspell to counterspell Heal. I was also told that it probably wouldn't work as well as expected. Enemies don't often heal at all, and when they do, they often don't use the Heal spell to do it.
So I suspect you are encountering something similar. Enemies don't always use magic at all. And when they do, they often use different spells than the players use - you can't counterspell the Bonds of Iron "spell" that an Annis Hag has unless you can counterspell based on the 'conjuration' or 'occult' trait and have a permissive GM that will even consider that creature ability to be equivalent in all ways to a spell.
There are creatures that use spells though. Animate Dream casts Fear and Phantasmal Killer - which are both spells that have good reviews as player spell picks on these forums at least. I'm not sure how often those types of creatures show up in a particular adventure though.

SuperBidi |

Do the higher level adventures have more spellcasters to counteract, then?
You won't use Counterspell very often. But good spells for the players tend to be good spells for the enemies so when it will happen it will in general be rather impactful.
I've personally counterspelled only Fireballs. They are a relatively common sight once you get to mid levels.
Scarablob |

I think that counterspell problems all stem from being too close to what it was in PF1, in a system that doesn't work like PF1. In the first edition, the rules were the same for every creatures, be they players, NPC or even random monster encountered along adventuring. Meanwhile, the process is completely decoupled in PF2.
I feel like this caused monsters built for PF1 to have "PC spells" (often in the form of spell like ability) far more often than monsters built for PF2. Looking up monster entries in AoN, it seems that most of the PF2 creatures with spell like ability are direct adaptation from PF1, while the ones introduced in PF2 often use special unique ability instead (that thus simply can't be countered).
It may be confirmation bias tho, I have only checked a handfull of creatures.

Easl |
Sounds like an opportunity for a pre-encounter RK, frankly.
GM "The tower you'll be entering and stealing from is owned by Examplar, a wizard of the Guild guild."
Player "Can I RK using Society or Arcane on Examplar, or with "Guild guild," as the subject, to see what sort of things I know about them? I'm specifically looking for information on what sorts of spells they are known to typically use."
GM "Sure!"
[Rolling occurs]
GM "Guild mages are well known for their use of elemental direct attack spells, such as lightning bolt and fireball. Last year, when the local thieves guild tried to steal from him, Examplar torched the entire infiltration group with a large fireball."
Player: "Looks like I better prepare Fireball, so I can stop him from doing that to us."

Errenor |
Looking up monster entries in AoN, it seems that most of the PF2 creatures with spell like ability are direct adaptation from PF1, while the ones introduced in PF2 often use special unique ability instead (that thus simply can't be countered).
I don't understand this at all. PF2 doesn't have 'spell like abilities' or 'special unique abilities'. It has only spells or (non-spell) abilities. You only can Counterspell spells, you can never Counterspell non-spells.
Even Kineticist's Impulses which sometimes count as spells can never be Counterspelled.Yes, there are some feats/effects/spells which counteract effects fully or partially which could be spells or not, but that's not the topic here.

Scarablob |

I don't understand this at all. PF2 doesn't have 'spell like abilities' or 'special unique abilities'. It has only spells or (non-spell) abilities. You only can Counterspell spells, you can never Counterspell non-spells.
Even Kineticist's Impulses which sometimes count as spells can never be Counterspelled.
Yes, there are some feats/effects/spells which counteract effects fully or partially which could be spells or not, but that's not the topic here.
I misspoke by talking in PF1 terms, I meant "innate spells", not "spell like abilities". Innate spells can still be countered as far as I'm aware, but special monster ability can't. Altho a new glance at AoN showed me a lot of new monster with these innate spells, so my first comment was probably wrong anyway.
Double checking both rules make me think that the reason why people think it's bad may be far simpler : Unlike PF1, dispel magic can't be used as "counterspell slot", so unless you happen to learn in advance what spell your opponent of the day is going to have, it's impossible to prepare for counterspell, it's almost always going to be a coincidence when suddently you face a creature you can counterspell. It's not really possible in these condition to do the old "antimage mage" abjurer that fill a lot of slot with dispell magic and chain counterspell whenever they see a creature that can cast spell.
Add this to the fact that a lot of GM don't automatically tell you when the creature is casting a spell you have sloted and can counter (despite the fact that they should, as you only automatically recognise spell if you have the counterspell feat and have a slot with that spell prepared), it's no wonder counterspelling feel weak. Your GM need to both prepare creature that specifically use the same spells have you, and in the flow of battle to remember which spell they can keep hidden unless recognised, and which spell they have to tell you are being casted. I'm willing to bet that most GM that have a player that pick this feat don't do that, and thus, it feel weak for most player. And when you add the low number of daily slot available to the mix...

Errenor |
I misspoke by talking in PF1 terms, I meant "innate spells", not "spell like abilities". Innate spells can still be countered as far as I'm aware, but special monster ability can't.
Ah, yes. Innate spells are spells and definitely can be counterspelled.
Double checking both rules make me think that the reason why people think it's bad may be far simpler : Unlike PF1, dispel magic can't be used as "counterspell slot", so unless you happen to learn in advance what spell your opponent of the day is going to have, it's impossible to prepare for counterspell
Well, yes, but at 12+ levels you have things like Clever Counterspell (or the thing? also maybe bards and psychics have something) which makes counterspelling much easier. It was even a bit buffed in the remaster (no penalty for different spells).
Add this to the fact that a lot of GM don't automatically tell you when the creature is casting a spell you have sloted and can counter (despite the fact that they should, as you only automatically recognise spell if you have the counterspell feat and have a slot with that spell prepared), it's no wonder counterspelling feel weak. Your GM need to both prepare creature that specifically use the same spells have you, and in the flow of battle to remember which spell they can keep hidden unless recognised, and which spell they have to tell you are being casted.
No, it should be even better for players: you automatically recognize a spell if you have it prepared or in the repetoire. No feats needed at all, it's a base game rule. Also there's Recognize spell feat and its branch. So basically GM should pause a bit everytime their NPC casts something and check if they need to give players some info or the other. Counterspell is an additional thing.

Scarablob |

No, it should be even better for players: you automatically recognize a spell if you have it prepared or in the repetoire. No feats needed at all, it's a base game rule. Also there's Recognize spell feat and its branch. So basically GM should pause a bit everytime their NPC casts something and check if they need to give players some info or the other. Counterspell is an additional thing.
This is what I meant, you should automatically recognise when an opponent is casting a spell you are able to counterspell using either the basic feat or the "school counterspell" of the runelord dedication. But in practice, as usually GM don't tell the players which spell their monster is casting unless they do a "recognise spell", a lot of GM forget to tell the player when they have an opportunity to counter something, and simply go "monster X is casting a spell, roll a will save".

Errenor |
This is what I meant, you should automatically recognise when an opponent is casting a spell you are able to counterspell using either the basic feat or the "school counterspell" of the runelord dedication.
Well, I'm trying to stress the part that recognizing spells doesn't have anything to do with Counterspell at all. You always recognize spells (if they are prepared or in the repertoire). You just can't do anything about them if you don't have Counterspell (or Recognize spell, where crit success gives you a bonus to the save).
Even if you don't have Counterspell, your character still can devise and implement a strategy against it (if it has lasting effects) at your turn immediately if you know what it was. So immediately knowing is still important. Otherwise you need to spend an action to Recall knowledge.So giving players info is always significant.

Baarogue |
Errenor wrote:No, it should be even better for players: you automatically recognize a spell if you have it prepared or in the repetoire. No feats needed at all, it's a base game rule. Also there's Recognize spell feat and its branch. So basically GM should pause a bit everytime their NPC casts something and check if they need to give players some info or the other. Counterspell is an additional thing.This is what I meant, you should automatically recognise when an opponent is casting a spell you are able to counterspell using either the basic feat or the "school counterspell" of the runelord dedication. But in practice, as usually GM don't tell the players which spell their monster is casting unless they do a "recognise spell", a lot of GM forget to tell the player when they have an opportunity to counter something, and simply go "monster X is casting a spell, roll a will save".
the responsibility here is shared between the player and the GM. When the GM says "monster A is casting a spell" The player needs to communicate to the GM that they have counterspell and ask if they can identify the spell being cast. By the rules, you automatically identify spells being cast if you have them memorized if you're a prepared caster, or if you have them in your repertoire if you're a spontaneous caster. Otherwise you need to use the recognize spell feat