Difference between revisions of "Better Counterspelling (3.5e Variant Rule)"

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(added metagame effects)
(added a clause for dispel magic)
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A spellcaster can counter any spell that traces its line of effect through their square. This counterspelling area can be extended to their normal threatened area by using a magic weapon with which they are proficient (wizards commonly use staves for this purpose). To counter a spell, the spellcaster makes an Attack of Opportunity on the spell against an armor class equal to the spell's saving throw DC, or the DC it would have if the spell allowed for a saving throw. If they hit, the spell is successfully dispelled. Dispelling a spell in this fashion requires expending a spell slot greater than or equal to the target spell's slot, or a ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Greater Dispel Magic|greater dispel magic]]'' spell.
 
A spellcaster can counter any spell that traces its line of effect through their square. This counterspelling area can be extended to their normal threatened area by using a magic weapon with which they are proficient (wizards commonly use staves for this purpose). To counter a spell, the spellcaster makes an Attack of Opportunity on the spell against an armor class equal to the spell's saving throw DC, or the DC it would have if the spell allowed for a saving throw. If they hit, the spell is successfully dispelled. Dispelling a spell in this fashion requires expending a spell slot greater than or equal to the target spell's slot, or a ''[[SRD:Dispel Magic|dispel magic]]'' or ''[[SRD:Greater Dispel Magic|greater dispel magic]]'' spell.
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Finally, ''[[SRD:Dispel Magic|dispel magic]]'' and ''[[SRD:Greater Dispel Magic|greater dispel magic]]'' become spells with an immediate-action casting time. They can counter other spells by making a dispel check, as per the original counterspelling rules.
  
 
=== Metagame Effects ===
 
=== Metagame Effects ===

Revision as of 16:11, 4 July 2010

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Author: Surgo (talk)
Date Created: 7/4/2010
Status: Complete
Editing: Spelling and grammar only
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Better Counterspelling

Everyone who has played a magic user for any length of time has probably noticed that the counterspelling rules totally suck. Why would you ever spend an action to counterspell, when instead you could spend an action blasting the spellcaster in the face, thus forcing them to make a concentration check that they will certainly fail -- accomplishing the same thing as well as piling more damage on them?

In addition, there's an entire section of the combat mechanics that, while spellcasters have them available to them, they are almost entirely useless outside of specialized builds -- attacks of opportunity. Wouldn't it be nice to fix both of these problems at once? To that end, I suggest the following replacement for the counterspelling rules.

A spellcaster can counter any spell that traces its line of effect through their square. This counterspelling area can be extended to their normal threatened area by using a magic weapon with which they are proficient (wizards commonly use staves for this purpose). To counter a spell, the spellcaster makes an Attack of Opportunity on the spell against an armor class equal to the spell's saving throw DC, or the DC it would have if the spell allowed for a saving throw. If they hit, the spell is successfully dispelled. Dispelling a spell in this fashion requires expending a spell slot greater than or equal to the target spell's slot, or a dispel magic or greater dispel magic spell.

Finally, dispel magic and greater dispel magic become spells with an immediate-action casting time. They can counter other spells by making a dispel check, as per the original counterspelling rules.

Metagame Effects

Using this variant has the following effects on the game:

  • Spellcasters become better able to shut down other spellcasters.
  • Sorcerers become particularly good at shutting down other spellcasters, because they can always have access to a dispel magic.
  • Gives the spellcasters a reason to care about their attacks of opportunities and having a magic weapon.
  • Can bring the spellcasters to the front, if they want to shield a weak-saving-throw party member from a charm monster.
  • Clerics are good at counterspelling -- they're already at the front and often have good reach available to them.

I believe that the above metagame effects are either good or neutral. And remember, the old counterspelling rules -- blast the target in the face -- still apply!



Back to Main Page3.5e HomebrewVariant Rules

AuthorSurgo +
Identifier3.5e Variant Rule +
Rated ByLuigifan18 +, Tarkisflux +, Undead Knave +, Foxwarrior +, Eiji-kun + and Ghostwheel +
RatingRated 3.3 / 4 +
TitleBetter Counterspelling +