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View Full Version : Quick Counterspell fix



Anymage
2022-07-21, 04:09 PM
A lot has been said, and is still being said, about Counterspell. Figured I'd throw my hat into the ring for a way to allow spellcasters to mitigate the efforts of enemy spellcasters, without going all in on the problems the current version has with action economy and the potential to completely shut down a target. Wondering if there are any ways to help clarify the wording, and/or any balance issues that pop up.

Counterspell

1st level Abjuration
60' range
S components
reaction cast time (when a creature within 60' of you casts a spell that allows a save)

You attempt to reduce the potency of an enemy's spell, making it easier for affected creatures to minimize or avoid the effects of the spell. Reduce the save DC of the spell by the level of the slot used to cast Counterspell. In addition, if the spell would do half damage on a successful save and Counterspell is being cast at the same or a higher level, characters take no damage from a successful save and half damage on a failed save instead.

Potato_Priest
2022-07-21, 04:19 PM
It's not really counterspell then though is it? Not to mention that it now has no effect on any non-offensive spell which seems like a shame.

The DC lowering effect is also in my opinion not nearly powerful enough. Casting this with a 3rd level slot (the normal level for counterspell) effectively spends a 3rd level spell slot to give your team +3 to their saves against a single spell. At the same level, a Paladin with 16 cha will do this forever for free, and a cleric can give a roughly equivalent bonus with a single casting of the first level Bless (for a duration, and boosting attack rolls to boot).

All in all, this would be a decent "counterspell" if the only spell any enemy spellcaster was capable of casting was Fireball, but that's definitely not the case.

Yakk
2022-07-22, 09:23 AM
Just do this:

You attempt to interrupt a creature in the process of casting a spell. Make a spellcasting ability check against a DC equal to 5 times the level of the spell cast. On a success, the creature's spell fails and has no effect. On a failure, creatures who make a save against the spell have advantage on the roll.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, add +4 to your spellcasting ability check for every level of the slot used above 3rd.

the action economy means it is still worth it to try. DC is 15 for 3rd level spells. If you match the spell level with your counterspell, the effective DC increases by 1 for every spell level; so a 9th level counterspell against a 9th level spell is DC 21. If you fall below, the DC goes up by 5 for every level under it.

The "advantage on saves" is intended to make a failed check feel less bad. The idea is you failed to fully disrupt the magic, but you did *something*.

At level 5 with 18 int, you burn a 3rd level slot and a reaction. In exchange you have a 50% chance to nullify a fireball, and a 50% chance to grant your allies advantage on the save, and it costs the foe their action and a 3rd level slot. Well worth the cost; actions are more powerful than reactions.