| calnivo |
Meta-Interjection, to avoid misunderstanding:
(I'm sure the regular users know the following; it's addressed primarily to casual users or new players:)
If we write "can't be countered", this does not mean "can't be defended". In fact, the regular defenses against spells - depending on the spell either AC, Fortitude, Reflex, or Will - remain in place as usual; a Subtle trait leaves them unchanged. What is primary topic here is its interference with abilities like the reactions from Feat Counterspell (s. Player Core 1, page 186 or 201, URL pointing to CRB (legacy) description: https://2e.aonprd.com/Feats.aspx?ID=633). Expanded topic: General spell balance in connection with Subtle trait.
| Gortle |
Gortle wrote:Sebastian Hirsch wrote:I really hope the find the time to look at subtle spells again, it fees weird, that a level 2 nobody could use this to cast ghost sound or another annoying spell at a big reception, and nobody with magic detection skills really has a chance of finding them.Yes they can be noticed. There are rules for this if there are observers that are actively seeking for it. You can imagine situations where this might be the case, eg guards looking for suspicious behaviour in a crowd because a fireball dropped last round. Then they get a roll.
What are they rolling? And against what DC? Sense motive requires you focus on one target with one action. Imagine putting players in a situation where there were 30 + potential targets all probably trying to get away from an obvious point of danger.
Well you didn’t randomly guess the right one out of 3 tries on the first turn, before everyone is running away, too bad!
Sense motive might work.
Our just a Perception check versus a Stealth or Deception DC. Details and appropriate modifiers are up to the GM. Depends exactly how the initiator describes Subtle as working.| 3-Body Problem |
This whole thing feels like a session-zero discussion to have.
I'm fine with it as it is currently written and don't think it's a problem. I'm my Golarion the kind of wizard who would be interested in abusing it is rare and even when they do try such tricks important people and places have security in place to dispell such effects should they become an issue.
If you want your game to work differently or your players and NPCs just love counter-spell make the changes that make it work for you.
| ParasiteHouse |
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I don't know about anyone else, but I am getting a bit lost in all of these hypothetical situations where Subtle spells or Conceal Spell is being claimed to work or not work or possibly work depending on dice rolls and which are houserules and which are not.
Does anyone want to put forward a few concrete scenario encounters to better illustrate the mechanics?
Let's see if I can come up with some. Mind you, this is kind of off the cuff. I do have the arcane spell list up to reference.
So we know that there's no explicit means of countering conceal spell. They don't mention anything even though they usually do. If there's nothing to see, then there's nothing to see. The language in the spell claims the manifestations are hidden, but the subtle trait says the spell can be cast "without" them. So...yeah nothing to see, right? This is probably going to turn into a list of creative uses of this feat, maybe with some questions it raises.
1. You could use approximate to get an incorrect count of a given collection of items and nobody would be any the wiser. (Sorry I had to.)
2. If you were in a tight crowd, could you bump up against somebody and shocking grasp them without anybody being sure of who did it? Is having to reach out and touch somebody a manifestation, or is it an explicit thing you have to do, or is it an abstraction of the shortest possible spell range? I dunno!
3. Daze has a range of 60 feet and it doesn't specify that it's a beam or a ray or anything like that. You could torture somebody mentally in public without it being detectable.
4. The same could be said of tortuous trauma, which is explicit in its lack of external evidence.
5. Turn all the lights on and off like Nosferatu in that episode of Spongebob with illuminate.
6. Could you have somebody else in the party (somebody with more hit points) use a reaction to wave their arms around pretending to cast a spell when you cast using concealed spell? Would you need to roll a deception check for that? I guess. How long would it take to wave your arms around as 1 action? The lie activity takes a least a whole round, so I dunno! If I were a player, and my GM told me the rules did not permit me to wave my arms around and go "hbogobugugurhburughauoodlydoo" as a reaction, I'd feel cheated.
7. I want to scare some onion farmer that wouldn't let me sleep in his onion coop or whatever so I conceal cast TKP on anything I have a line of effect to from outside his window. I do this in the middle of the night. Suddenly he's got a poltergeist. Beforehand I conceal cast grease around his bed.
8. I stand around stoically, magically birthing trees in my space by conceal casting timber. The trees fall and vanish. Sometimes they fall on you. I lie and say I'm not doing it and I can't make it stop. To what end? No idea. It's funny.
9. I conceal cast noxious vapors and blame it on my familiar.
10. I'm so boring, I can make people fall asleep by being nearby.
11. Worse yet, sometimes magic items just stop working while I'm around.
12. Two jerks are trying to use a language I don't know to talk about me behind my back, but as it turns out I just cast comprehend language using conceal spell.
13. What if I conceal cast a spell without any obvious effects, such as fly? Surely there are a lot of spells that don't have any immediate or obvious indicators produced by their effects. You'll know when I fly off, but until the time comes you might not.
14. What if I'm being held at glaive point by some henchmen who have readied reactions to strike me if I start casting a spell? What does that reaction key off of? Surely it would key off the manifestations of the magic. If there are no manifestations, do I stand a better chance to get away because *poof* I just turned invisible without doing a four second light show. Can you react to a concealed spell or do you have to wait until the effects of the spell kick in?
I could go on, but uh...yeah.
| Finoan |
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I could go on, but uh...yeah.
That's fine. This is a good mix here. Thanks.
So what I am seeing is that some of these are just for fun and harmless. Notably, 1, 5, 7, 12, and 13. I don't see any reason to prevent that from happening. In fact, I think it would be time consuming and pointless - as well as being a bit antagonistic - for the GM to have observers making perception vs stealth check to see if they notice the subtle casting. What are they going to think if they do notice that someone is casting a spell?
Some of these are for while combat is already in progress. 6, 8, and 14 most notably. This is where having a perception vs stealth check to see if the other combatants can notice the spellcasting going on - or correctly identify who is doing the casting - makes the most sense from a game balance perspective.
Then many others are for use in exploration mode or social encounters. Some are likely to start combat - such as casting Shocking Grasp against someone - whether anyone notices the spellcasting itself or not. A lot of these would be a good way to start a skill encounter rather than combat.
Can the party figure out which of the guests at the event is subtle casting Daze (or Malicious Shadow) before the victim dies from the attack: This will play out in 4 rounds. The 4-player party needs to gain 16 Detection Points. Standard skills are Perception DC X to sense motive and notice who is doing the casting, or Diplomacy/Intimidation DC Y to get people to leave the area and eliminate themselves as suspects.
| ParasiteHouse |
ParasiteHouse wrote:I could go on, but uh...yeah.That's fine. This is a good mix here. Thanks.
So what I am seeing is that some of these are just for fun and harmless. Notably, 1, 5, 7, 12, and 13. I don't see any reason to prevent that from happening. In fact, I think it would be time consuming and pointless - as well as being a bit antagonistic - for the GM to have observers making perception vs stealth check to see if they notice the subtle casting. What are they going to think if they do notice that someone is casting a spell?
Some of these are for while combat is already in progress. 6, 8, and 14 most notably. This is where having a perception vs stealth check to see if the other combatants can notice the spellcasting going on - or correctly identify who is doing the casting - makes the most sense from a game balance perspective.
Then many others are for use in exploration mode or social encounters. Some are likely to start combat - such as casting Shocking Grasp against someone - whether anyone notices the spellcasting itself or not. A lot of these would be a good way to start a skill encounter rather than combat.
Can the party figure out which of the guests at the event is subtle casting Daze (or Malicious Shadow) before the victim dies from the attack: This will play out in 4 rounds. The 4-player party needs to gain 16 Detection Points. Standard skills are Perception DC X to sense motive and notice who is doing the casting, or Diplomacy/Intimidation DC Y to get people to leave the area and eliminate themselves as suspects.
Solid adjudicating. I was having fun with it because I really like the creative capacity of the feat, but even some of the fun things could be turned into socially significant activities. Blaming somebody else for a fart is only the beginning of the potential framejobs, I think.
Themetricsystem
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Something nobody else is talking about as the discussion seems mainly focused on pure offensive spells but I think is worth mentioning...
Charm/Suggestion/Compulsion type Spells when combined with this have essentially ZERO blowback unless the target Critically Succeeds the saving throw as bystanders will have absolutely no way of knowing a spell was cast at all and even if the target does CS that becomes a you-vs-them affair in which the opponent could assert you were trying to control them but since others witnessed it and saw no evidence of a Spell being cast that would make their claim seem dubious at best resulting in what is likely an eased Deception Check by the caster to Lie to the "witnesses" and make the victim look like a crazy person.
Charming the shopkeep, guards, king, priest, or members of the court is basically 50/50 free I-WIN button for a TON of roleplay interactions with Suble Spell since there is no save or defense against it where in the past the main thing preventing this kind of gameplay was usually that the person who is casting the spell is very clearly CASTING a Spell which outs them either to the intended target in the case of a S or CS and to other witnesses who see the Spell cast and would infer that some type of tomfoolery is going on.
| Finoan |
| 3 people marked this as a favorite. |
Charming the shopkeep, guards, king, priest, or members of the court is basically 50/50 free I-WIN button for a TON of roleplay interactions with Suble Spell since there is no save or defense against it
Charm absolutely does have a save against it. I'm not sure what you are meaning here.
where in the past the main thing preventing this kind of gameplay was usually that the person who is casting the spell is very clearly CASTING a Spell which outs them either to the intended target in the case of a S or CS and to other witnesses who see the Spell cast and would infer that some type of tomfoolery is going on.
That was already available before. It just took more feats. And was only available to Wizard.
I don't remember the game falling apart due to this previously.
| calnivo |
Regarding mind control concerns in general:
If the assumption veers towards that we now got "limitless Mind control without repercussion" I beg to differ.
Besides the obligatory defense (saving throw), emotion spells usually have at least one big flaw: These spells, unless explicitly stated (show me, if I err!), don't wipe the target's memory.
Which means, although the target might not immediately pinpoint the exact cause, they will remember sudden emotions, behaviours and/or proceedings out of line. And if that resulted in doing significantly harmful things, that likely will have consequences. Depending on context even tied to a certain person or moment...
My earthly equivalent: Investigating and scrutinizing one's actions after a point of being surprisingly intoxicated. They might not get every detail at once, they might not always find the drug they had been given, but there is a valid chance to trace back they were made a victim.
Unless maybe it was a very mild manipulation and what it made them do was still pretty close to what they might have done without being enchanted. Then again, this case seem not overly "imba" to me.
Concrete reciprocation:
[...]
Charm/Suggestion/Compulsion type Spells [...] have essentially ZERO blowback unless the target Critically Succeeds the saving throw as bystanders will have absolutely no way of knowing a spell was cast at all [...]
No way of knowing?! Unless ...
- In Case of Charm (Rank 1+ (Incapacitation)): "its friendship with you or the actions you convinced it to take clash with its expectations," ... and for me, a merchant that, one day from one minute to the other, becomes best friend to a random stranger - so much that he suddenly gives away their stuff for free - that's my definition of clash with expectations..
- In case of Subconscious Suggestion (Rank 5+ (Incapacitation)): the target or their allies analyze one particular action, which BTW couldn't "be self-destructive or obviously against the target’s self-interest". If it was a big thing, they might even come close to a critical question: Was there some link to a specific person that (by chance(?)) was 30 ft close, a few hours before the big thing?
And if it's not a big thing, again, what's the point?
- In case of Suggestion (Rank 4+ (Incapacitation)): ditto, just with additional proximity of time.
Additional relativization: A high diplomacy, deception, or high thievery char, maybe with one or the other skill feat, can do some very similar manipulations or thefts. And in this case in mundane ways - meaning with no magic to detect or dispell it.
| calnivo |
[slowly drifting off-topic]
Side-Note: Speaking of kings and merchants...
Well, the king might well have a bodyguard whose job is to cast detect magic on them continually (as in the exploration activity). A shopkeeper, guard, or random priest probably wouldn't.
I immediately agree if we are talking about low security environments. For instance, the random fruit merchant. I don't see them effording magical detection and/or protection.
However, if this is about high-value deals, like those involving magical items, whose prices range orders of magnitude higher than most everyday stuff - this is a different story.
Let's remember that a single +1 Striking weapon has a regular list price of 100 gp - i.e. the equivalent of 100+ days lodging in a private room. Or about 2 years of comfortable standard of living. (And we're talking about a level 4 item. As you know, prices for more powerful items go up in a nonlinear fashion.)
So, in environments where these things are traded (*), I can easily imagine serious security measures to become common. Whether that involves regular detection during talks. Or insisting on additional witnesses with a watchful eye. Or even some system that facilitates non-negotiable delay between first contact and finalization of the deal. Like some sort of an escrow service to harden transactions against certain kinds of temporary mind manipulation.
(*): My earthly equivalent would be trading military goods, like Cruise Missiles. Not the ordinary retail business... ;-)
Themetricsystem
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The argument regarding Incapacitate is total bunk unless you're trying to say that the foil to a perfectly undetectable Compulsion is that all important or relevant NPCs in your game are just mysteriously higher level and more powerful than the PCs of your party which is a copout that I know you can't support, at best any given location will have perhaps a few dozen NPCs of such signifance that they even warrant having a real statblock let alone would be a fighting match against heroes who literally fight for/against Gods, sorry, no.
Also, the argument that any important RP interaction where this would be disruptive would necessitate there being a fleet of Spellcasters out there in the world who do nothing but follow other influential NPCs around casting Detect Magic any time the have an interaction or meeting with guests or whatever you might call PCs. Even the most paranoid and high-level BBEGs would likey not be able to summon the energy to suspend enough disbelief to justify such plot armor.
Wormtongue is certainly a viable PC now though which couldn't really be said before as, well, so long as it's a 2 Action Spell you're using almost nobody would ever know you're doing anything other than having a chat or perhaps scratching your nose as the VAST and OVERWHELMING majority of all other spellcasting is explicitly stated to be obvious to the point of being unmistakably magical and up until this new feature the best you could do is be a bit quieter about it and hope that everyone else in the room is literally under a Fascination effect to distract them.
| gesalt |
I see you missed all the joking about 17th level npc grey guard mooks in galt and all the mid-level petty thieves running around absalom.
The other joke being that this has all been possible all the way through 3.5 and pf1 until the spellcraft faq. Of course, stealthy domination was hardly the worst thing the systems got up to and yet the world doesn't seem to have ended and society hasn't burned to the ground.
Honestly, this is minor stuff compared to the things you need to work around in other, higher powered systems.
| Finoan |
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You do remember that the Sense Motive action exists, yes?
And that Charm and other 'compulsion' effects aren't really compulsion effects. Charm has about as much impact as a critical success on a diplomacy check. Dominate doesn't even let you give self-destructive commands. Which a GM could interpret to include things that would harm their own reputation or standing in the community. Or their livelihood. Or their kingdom's safety and security. Things like that.
| PossibleCabbage |
Charm doesn't really make you believe things, it just makes you fond of the caster.
So If I've magically convinced you "I'm great, you should want to be my friend" there are still limits of what you are willing to do to ingratiate yourself with such a on outstanding individual. Like there's a difference between "I will buy you a drink" and "I will invest in your venture".
| Ravingdork |
Let's remember that a single +1 Striking weapon has a regular list price of 100 gp - i.e. the equivalent of 100+ days lodging in a private room. Or about 2 years of comfortable standard of living. (And we're talking about a level 4 item. As you know, prices for more powerful items go up in a nonlinear fashion.)
Let's also remember that such items are freaking everywhere.
A high humanoid adventure path, such as Agents of Edgewatch for example, has...
# WEAPON RUNES
83 +1 potency
08 +2 potency
09 +3 potency
59 striking
08 greater striking
03 major striking
11 property runes
04 special material
03 equivalent item (such as doubling rings or handwraps of mighty blows)
11 specific item (such as a holy avenger; excludes magical staves that do not possess fundamental runes and consumable weapons/ammo)
# ARMOR RUNES
35 +1 potency
05 +2 potency
01 +3 potency
04 resilient
05 greater resilient
00 major resilient
00 property runes
00 special material
01 equivalent item (such as bracers of armor)
08 specific item (such as breastplate of command)
That's a LOT.
| Fuzzy-Wuzzy |
calnivo wrote:Let's remember that a single +1 Striking weapon has a regular list price of 100 gp - i.e. the equivalent of 100+ days lodging in a private room. Or about 2 years of comfortable standard of living. (And we're talking about a level 4 item. As you know, prices for more powerful items go up in a nonlinear fashion.)Let's also remember that such items are freaking everywhere.
There is a lot of expensive jewelry out there IRL, but its merchants still spend a lot on security.
| mrspaghetti |
I'm just curious - now that everyone's been playing for a while with this available, has anyone seen it abused? Or even used? Because I actually found that I had never once benefited from Conceal Spell through 4 levels of play as a wizard, and ended up retraining to Reach Spell (which I found myself wishing for in about half of all my encounters).
I still think it could be handy, but only very rarely, and I certainly don't see it as OP under any circumstances.
| Tridus |
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Counterspelling is pretty rare on the NPC end. Very few creatures do it, and the ones that do tend to be anti-mage specifically. Also almost no NPC would be using an ability like this unless it's specifically built for infiltration or manipulation. So in practice it's rarely going to come up in standard play, especially since in a typical combat the action cost of the feat makes it not worth using unless you know something can counter you (and that your GM will let this stop it).
It's primarily a social situation feat, where the main risk is being noticed using magic itself rather than "something countered my subtle magic in this social situation".
We did encounter an NPC doing this once and I was still able to use Recognize Spell to figure out what he was doing, so my GM clearly didn't rule that this makes it impossible to determine someone is casting spells if you know what you're looking for (and in my case have feats specifically for doing that).
I certainly wouldn't rule that this feat makes counterspell & recognize spell not work, because nothing in this feat says that it does that. You can imply it if you read into the description enough, but I don't share that interpretation.
| Theaitetos |
I certainly wouldn't rule that this feat makes counterspell & recognize spell not work, because nothing in this feat says that it does that. You can imply it if you read into the description enough, but I don't share that interpretation.
As the others in this old thread have said, the text of Conceal Spell pretty clearly prevents Recognize Spell & Counterspell from working, because Conceal Spell hides spellcasting & manifestations, which are necessary to have Recognize Spell & Counterspell work.
Though since the spell itself isn't hidden, you still have a few "counter magic" options left, like Spell Riposte, Shadow Siphon, Elemental Counter, and any other that don't require you to perceive the act of spellcasting.
| Claxon |
I think because it hides the manifestations of the spell, it can't be counterspelled. But very few NPCs would bother with counterspelling in the first place.
In an NPC did have counterspelling as part of its loadout/tricks I would probably just say they had an ability that allowed them to react to the spells casting anyways.
Also it's incredibly rare for an NPC to be built using subtle spell (or something similar) or for players I've played with to tak the counterspell line. Counterspelling is incredibly challenging to do. Even after you get Clever Counterspell feat, you're likely to find you don't have the right spell prepared to be able to counter your enemy. And spontaneous casters are really SOL if they want to counter.
What I have seen more commonly is spontaneous casters with dispel magic counteracting the spell.
| Theaitetos |
And spontaneous casters are really SOL if they want to counter.
I think it's the other way round: Prepared casters are SOL, because even if they have the spell prepared, it might not be prepared at a good rank to counterspell, or they might have already used the spell. Wizards with Clever Counterspell less often run into that issue, but they still have more trouble with using a spell at a good rank, especially if it's late in the adventuring day or the enemy spellcaster keeps using the same spell – Drained Bonded Item doesn't help with spells you need for a reaction.
On the other hand, spontaneous casters can make important spells (to counter) their signature spells, giving them the edge in spell-slot use for countering: Choose whether to play it safe by using a spell-slot 1 rank higher than enemy spell, or conserve your resources by using a spell-slot 1 rank lower; there's no reason to use an equal-rank spell-slot at all, for if you succeed at the counteract check then 1 rank lower would have been sufficient, and if you fail the counteract check you would have needed to use a slot 1 rank higher.
So I've played Imperial Sorcerers that are very successful counterspellers; my build tricks:
1) The combo of the Elemental Counter¹ cantrip + signature spell (3rd-rank) Elemental Annihilation Wave (replace Air with Metal & Wood traits) lets you counter pretty much every elemental spell you encounter.
2) Dip into Psychic archetype (always useful!) and grab the Counter Thought feat + signature spell (1st-rank) Fear. Same as with Elemental Counter, but now you can also counter all mental spells.
3) The Imperial bloodlines capstone focus spell Arcane Countermeasure is a cheap "half-counterspell" option against offensive spells and lowering the rank of the enemy spell is absolutely devastating against spells with significant heightened entry (e.g. 6th-rank Slow, 3rd-rank Fear, 7th-rank Haste, …) or the incapacitation trait.
4) Signature spell Shadow Siphon rounds out your toolkit against offensive spells – if you even need it still at this point.
5) Taking the Wellspring Mage archetype allows you to grab Interfering Surge, giving you Counterspell + the ability to trigger wellspring surges in the enemy caster. You'll want to go Ancient Elf here to grab both the Psychic and Wellspring Mage dedication (unless you use Free Archetype).
But yeah, you're right in that making Dispel Magic your 2nd-rank signature spell is awesome for removing unwanted magic, and it benefits from the same edge in spell-slot use for counteract checks to use a slot 1 rank lower (or higher); e.g. if you're not time-pressed it's probably wiser to first try spending 4th-rank slots to dispel a 5th-rank effect and hope for good rolls, rather than spending a 6th-rank slot.
Same thing with non-arcane spontaneous casters that have Cleanse Affliction & similar spells as signature spells.
¹ Elemental Counter is a bit weird, as that it can counter a spell even after it has been cast: It triggers whenever someone has to make a save against the elemental spell or has a spell attack roll made against it. This means that ongoing spells, e.g. Freezing Rain, can be countered each time the enemy caster sustains that spell. This form of countering is also independent of seeing the spellcasting manifestations.
| Mathmuse |
Also it's incredibly rare for an NPC to be built using subtle spell (or something similar) or for players I've played with to take the counterspell line. Counterspelling is incredibly challenging to do. Even after you get Clever Counterspell feat, you're likely to find you don't have the right spell prepared to be able to counter your enemy. And spontaneous casters are really SOL if they want to counter.
I just built an enemy who loves subtle spells.
The catfolk kineticist Cara'sseth in my Strength of Thousands campaign showed up unenrolled at the Magaambya Academy but pretending to be enrolled. By the time the so-called missing paperwork was determined to have never existed, the teachers decided that Cara was a gifted student and let her attend as a scholarship student. But her surprise appearance was just one clue about a detailed backstory the player had created.
As a 1st-level kineticist Cara used to run with an evil treasure-hunting gang: the bard leader Aldric Albinus, the barbarian thug Raban, the rogue thief Varisto, and the cowardly wizard Alazar. Cara did not realize that they were evil because Aldric regularly erased her memory.
I got a detailed description of this gang from the player because the PCs will encounter them in about three weeks. I built Aldric as an 11th-level maestro bard who loves subtle spells. Here is his spell repertoire. I marked the subtle spells for my own convenience.
Occult Spontaneous Spells DC 30, attack +20; # means subtle
6th (2 slots) teleport(signature), vibrant pattern#
5th (3 slots) hallucination#, instant minefield#, summon dragon(signature)
4th (3 slots) rewrite memory(signature), suggestion#, talking corpse
3rd (3 slots) agonizing despair, shared invisibility#, translate(signature)
2nd (3 slots) blur, dispel magic, invisibility#(signature) (3 slots)
1st (3 slots) charm#(signature), illusory disguise, sure strike (3 slots)
Cantrips (6th) daze, figment#, message#, needle darts, prestidigitation
Bard Composition Spells DC 30; Cantrips (5th) courageous anthem, uplifting overture, dirge of doom; Focus (1 focus point) lingering composition
What I have seen more commonly is spontaneous casters with dispel magic counteracting the spell.
The bards in my party have used Counter Performance against the auditory abilities of creatures. Technically, Counter Performance would work against an auditory or visual subtle spell, such as vibrant pattern, because Counter Performance is triggered by the saving throw rather than by seeing the spell cast.
| Claxon |
On the other hand, spontaneous casters can make important spells (to counter) their signature spells, giving them the edge in spell-slot use for countering: Choose whether to play it safe by using a spell-slot 1 rank higher than enemy spell, or conserve your resources by using a spell-slot 1 rank lower; there's no reason to use an equal-rank spell-slot at all, for if you succeed at the counteract check then 1 rank lower would have been sufficient, and if you fail the counteract check you would have needed to use a slot 1 rank higher.
I mean....kind of, but no.
Sure, you can have signature spells that are more convenient to use with counterspelling, but what are the chances that the spell you have as a signature is the spell that the enemy is casting? It's not impossible, but it's not a common occurrence. Not enough to try building a character around it.
Spontaneous casters (if they have the spell being cast as a signature spell) are the best case scenario for counterspelling. But you're not guaranteed to have the spell.
Honestly, if people wanted counterspelling to be more of a thing, you should just let dispel magic be used to counterspell, at some sort of penalty.
Edit: I will also add I don't personally see high value in doing things like countering "pure" damage spells. Yes damage is bad, but we have lots of sources of healing that take low investment. Generally speaking, I'm much more worried about non-damaging things that magic does.
The Counter Thought thing is good though. And does address part of a big concern (the non-damaging things magic can do). I'm not sure I would take it on every caster character. But spontaneous casters with a mental tag signature spell certainly have a benefit here.
Still, I'm worried about enemies casting Haste or Slow or or doing other things with magic that aren't as easily supported within the counterspell system.
I would have much preferred that counterspelling be viable dispel magic with some kind of penalty, and not needed so many feats to kind of half way enable you to counterspell some of the things an enemy caster might do.
| Theaitetos |
I mean....kind of, but no.
Sure, you can have signature spells that are more convenient to use with counterspelling, but what are the chances that the spell you have as a signature is the spell that the enemy is casting?
Chances are quite good, tbh.
For while 2e has a myriad of spells, most of them suck, so the enemy getting them off doesn't bother you much anyway.There's far fewer spells that do bother you so much, that you would even try to counter them; yet most of those spells don't have Heightened+1 entries, so you'll only ever encounter them at a specific rank, e.g. Fear at 1st & 3rd rank, Slow at 3 & 6, Haste at 3 & 7.
The main H+1 spells are damage spells that hurt and/or debuff, like Fireball, Chain Lightning, Divine Wrath, and it's those exact same spells that spontaneous casters thus are likely to have as signature spells.
Or, tl;dr:
The spells you worry about encountering as heightened versions, are also the spells you are likely to have as signature spells yourself.
In my example arcane Sorcerer build I had Elemental Annihilation Wave as 3rd-rank signature spell, and Lightning Bolt as 4th-rank signature spell. The former allows me to counter every elemental spell – like Fireball – at a rank of my choice, while the latter allows me to counter Lightning Bolt at a rank of my choice, thus covering almost every significant AoE damage spell before level 9.
Still, I'm worried about enemies casting Haste or Slow or or doing other things with magic that aren't as easily supported within the counterspell system.
These kind of ongoing spells can also be dispelled, where signature spell Dispel Magic comes in a clutch. Countering is preferable for action economy, but dispelling is almost as good.
| Captain Morgan |
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Captain Morgan wrote:Has ANY NPC been built with counterspell? Or subtle spell?liches and some other high level caster monsters have counterspell.
And I want to remember atleast some bard/druid themed casters pre-remaster that used melodious spell and so on.
So we feel like Lich fights need to be harder?
I guess I'm just not sure why a niche 2nd level feat countering a niche 1st level feat is a such a big deal.
| Claxon |
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I guess what I'm saying is that spontaneous caster with signature spell dispel magic can get rid of most non-instantaneous spells via counteracting.
It takes basically no investment. A prepared caster can even play at the game, although it's a question of how many and what level of dispel magics do you want to prepare.
As for your position that there are only certain spells worth counterspelling, I feel that only enhances the idea that investing into counterspelling is a waste of feats. I also simply don't believe your premise that the spells you're likely to encounter are the ones you're going to have prepared.
Unless you amend that statement to be something more like "well, if you remove the spells that aren't "impactful"*, and that are worth counterspelling, and couldn't just be dispelled afterwards"....Alright sure. I guess I agree with that kind of vague statement. But I don't think it speaks to counterspelling being valuable.
*very subjective
| ottdmk |
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One thing I find quite interesting is that in PF2e Remastered, spontaneous casters can't Counterspell without picking up Witch or Wizard dedication. When they reprinted Sorcerer, they removed Counterspell as a Feat.
(Yes, yes, I know all about the compatibility. However, I do find it interesting that anyone new to the game will not see Counterspell as a built-in option for Sorcerers.)
| ScooterScoots |
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Theaitetos wrote:On the other hand, spontaneous casters can make important spells (to counter) their signature spells, giving them the edge in spell-slot use for countering: Choose whether to play it safe by using a spell-slot 1 rank higher than enemy spell, or conserve your resources by using a spell-slot 1 rank lower; there's no reason to use an equal-rank spell-slot at all, for if you succeed at the counteract check then 1 rank lower would have been sufficient, and if you fail the counteract check you would have needed to use a slot 1 rank higher.I mean....kind of, but no.
Sure, you can have signature spells that are more convenient to use with counterspelling, but what are the chances that the spell you have as a signature is the spell that the enemy is casting? It's not impossible, but it's not a common occurrence. Not enough to try building a character around it.
Spontaneous casters (if they have the spell being cast as a signature spell) are the best case scenario for counterspelling. But you're not guaranteed to have the spell.
Honestly, if people wanted counterspelling to be more of a thing, you should just let dispel magic be used to counterspell, at some sort of penalty.
Edit: I will also add I don't personally see high value in doing things like countering "pure" damage spells. Yes damage is bad, but we have lots of sources of healing that take low investment. Generally speaking, I'm much more worried about non-damaging things that magic does.
The Counter Thought thing is good though. And does address part of a big concern (the non-damaging things magic can do). I'm not sure I would take it on every caster character. But spontaneous casters with a mental tag signature spell certainly have a benefit here.
Still, I'm worried about enemies casting Haste or Slow or or doing other things with magic that aren't as easily supported within the counterspell system.
I would have much preferred that counterspelling be viable dispel magic with some kind of penalty, and...
Well if you’re taking good spells then you’re also taking spells that are good to counterspell…
Sure you can’t do anything if the enemy caster is throwing out hypnotic pattern or whatever but why do you care if that goes through, that’s not what you’re worried about. You have the tools to stop serious threats like slow or binding muzzle or wall of stone.
I do agree counterspell with dispel magic would be great though and would go a long way towards making the feat worth it.
| Claxon |
One thing I find quite interesting is that in PF2e Remastered, spontaneous casters can't Counterspell without picking up Witch or Wizard dedication. When they reprinted Sorcerer, they removed Counterspell as a Feat.
(Yes, yes, I know all about the compatibility. However, I do find it interesting that anyone new to the game will not see Counterspell as a built-in option for Sorcerers.)
I was thinking about this during the discussion yesterday but didn't bring it up.
I was thinking about how if you wanted to be an arcane sorcerer, and have counterspell and counter thought that you would need to pick up two different dedications. And while it's not unreasonable to want to pick up an additional spell casting dedication to get more spells, and also pickup counterspell or counter thought while you're there....I think picking up both it too expensive.
| Claxon |
Well if you’re taking good spells then you’re also taking spells that are good to counterspell…
Sure you can’t do anything if the enemy caster is throwing out hypnotic pattern or whatever but why do you care if that goes through, that’s not what you’re worried about. You have the tools to stop serious threats like slow or binding muzzle or wall of stone.
I guess my perspective is that I, as a GM, am not generally writing spell casters in a custom campaign. I'm more likely to give them a few innate spells that are thematic.
Otherwise, it's spell casting characters written by Paizo. And I'm not sure that the logic of "if you're taking good spell then you're also taking the spells that are good to counterspell". Like yes, but if you enemy doesn't cast those spells you're investment into counterspelling does nothing. And arguing that's okay because you're not worried about those spells doesn't seem like a good argument to me.
| Tridus |
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Has ANY NPC been built with counterspell? Or subtle spell?
Lich is the only creature I know of that actually has capital-C Counterspell. There might be a couple more, but it's extremely uncommon.
Creatures like Leydroths can, but they don't do it with "Counterspell" mechanics: they do it with a Counteract using Intimidation. The trigger on that is simply "a creature within 60' casts a spell". (These things absolutely suck to fight as a caster.)
Graveknights also have an aura that attempts to auto-counteract all Vitality magic within it.
| The Contrarian |
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Players casting fireball in a room full of people with no one having a chance of figuring out who cast the spell is not something I would ever allow as a GM and would strongly caution any GM from considering. Pathfinder 2e is not “mass murderer the role playing game.”
I beg to differ! Adventurers aren't commonly called murder hobos for nothing!
| Claxon |
Unicore wrote:Players casting fireball in a room full of people with no one having a chance of figuring out who cast the spell is not something I would ever allow as a GM and would strongly caution any GM from considering. Pathfinder 2e is not “mass murderer the role playing game.”I beg to differ! Adventurers aren't commonly called murder hobos for nothing!
I think Unicore's point is more that there will be consequences for the actions and somebody will catch up to the PCs, even if it doesn't make sense.
| Xenocrat |
Fireball and other physical spells are probably those that subtle doesn't usefully hide you as the origin - the spell energy still shoots out of you to the target sight if you're retaining the old "a pea sized speck of fire emits from you to go out and explode" that is the historical baggage they don't explicitly print as part of the flavor text anymore.
Dropping a Confusion 8 or Phantasmagoria, which more plausibly totally invisible, is still good for some sneaky mass murder, though. At that point maybe Empyreal Lords start sending dreams about you to wandering champions, or level 20 investigator with arcane/occult caster multiclass shows up with Retrocognition to get some clues.
| mrspaghetti |
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I personally don't feel like counterspelling is worth the investment you'd have to make to do it semi-effectively. The only reason I considered Conceal Spell is because I wanted the option of casting spells while invisible without automatically giving away my position. I still think that is the one thing that makes the feat worthwhile for the right build.