Catullus64
2021-02-07, 09:56 AM
The spells Counterspell and Dispel Magic are removed from the game.
Counterspell and Dispel Magic are now a generic Reaction and Action to be taken in combat.
Counterspell Reaction: When a creature within 60 feet of you that you can see casts a spell, you can attempt to interrupt it. Choose one spell of 1st level or higher which you are capable of casting, and for which you have an appropriately-leveled spell slot. You expend one such spell slot as part of this reaction. You then make an ability check with your spellcasting ability. If you succeed, the spell fails and has no effect. The DC of this ability check is equal to 10 + the difference between the level of the spell cast and the spell expended to counter it + the spellcaster's ability modifier.
Dispel Action: Choose any creature, object, or magical effect within range. Choose one spell of 1st level or higher which you are capable of casting, and for which you have an appropriately-leveled spell slot. You expend one such spell slot as part of this action. For each spell active on the target, make an ability check using your spellcasting ability. The DC of this ability check is equal to 10 + the difference between the level of the spell cast and the spell expended to counter it + the spellcaster's ability modifier. If you succeed, the spell ends.
School Opposition: The eight schools of magic sit in pairs of opposed relationships with one another; it is easiest to dispel or counter a spell from a specific school with a spell from the opposed school, and difficult to counter it with a spell from the same school. When you attempt to counter or dispel an effect, look at the following table to determine if the spells are of same, opposing, or neutral schools. If the spells are of the same school, the ability check you make to dispel or counter it has disadvantage. If the spells are of opposing schools, the ability check has advantage.
School
Opposing School
Abjuration
Transmutation
Conjuration
Divination
Illusion
Necromancy
Evocation
Enchantment
Counterspell and Dispel Magic are now a generic Reaction and Action to be taken in combat.
Counterspell Reaction: When a creature within 60 feet of you that you can see casts a spell, you can attempt to interrupt it. Choose one spell of 1st level or higher which you are capable of casting, and for which you have an appropriately-leveled spell slot. You expend one such spell slot as part of this reaction. You then make an ability check with your spellcasting ability. If you succeed, the spell fails and has no effect. The DC of this ability check is equal to 10 + the difference between the level of the spell cast and the spell expended to counter it + the spellcaster's ability modifier.
Dispel Action: Choose any creature, object, or magical effect within range. Choose one spell of 1st level or higher which you are capable of casting, and for which you have an appropriately-leveled spell slot. You expend one such spell slot as part of this action. For each spell active on the target, make an ability check using your spellcasting ability. The DC of this ability check is equal to 10 + the difference between the level of the spell cast and the spell expended to counter it + the spellcaster's ability modifier. If you succeed, the spell ends.
School Opposition: The eight schools of magic sit in pairs of opposed relationships with one another; it is easiest to dispel or counter a spell from a specific school with a spell from the opposed school, and difficult to counter it with a spell from the same school. When you attempt to counter or dispel an effect, look at the following table to determine if the spells are of same, opposing, or neutral schools. If the spells are of the same school, the ability check you make to dispel or counter it has disadvantage. If the spells are of opposing schools, the ability check has advantage.
School
Opposing School
Abjuration
Transmutation
Conjuration
Divination
Illusion
Necromancy
Evocation
Enchantment