While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
The amulet allows you to cast Plane Shift. It is NOT a stored spell. There is no time magic involved. It just facilitates casting Plane Shift. As a 5th level Warlock, they could not cost a 7th level spell, so the only way to do it would be with the Amulet. Counterspell follows the standard order with spells cast from items or from people. As the Counterspell was 3rd level... the Plane Shift is still a 7th level spell. So, that's a 17 that is required to counterspell it. Anyone in the player's party is also able to counterspell if needed (which is much easier as the caster was only 3rd).
As it isn't a do or die spell, there is no reason not to allow Counterspell to disrupt an action on the player's part. They can cast it again the next round. What's done is done, but I would revisit this with the players so that they understand how you are going to rule it in the future after looking at the rules. And yes, I would pull up all the spells involved and see if there is wording that was how things happened or if someone only thought they knew how it worked. And this is a great place to ask those kind of questions.
The other question was at what level is the plane shift cast at? The warlock that used it was a 5th level caster where the Wizard that counter spelled it was at a 3. In the description of counter spell anything above your level you have to roll a 10+ cast to beat the spell.
Counterspell works on the level of the spell, not the level of the caster. Counterspell requires the 10+ roll if the targeted spell is cast at a higher level than the level at which the counterspell was cast at (minimum 3rd).
If you don't want to put limitations, you can deal with it the following way.
Have 2-3 locations in mind for failure already so you don't have to improvise that much. Don't just roll on a random table. Have them be attacked as soon as they arrive so they all have to immediately roll initiative. There is a good chance that the player will have to wait for his turn to use the amulet again. I would even "fudge the rolls" to have at least 1 NPC go first. Focus the attacks on separating the party, possibly grappling. So that in order to use the amulet again they have to deal with the encounter. I would only do this on a failure.
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Here is the text on the Amulet of the Planes:
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100
. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
The amulet allows you to cast Plane Shift. It is NOT a stored spell. There is no time magic involved. It just facilitates casting Plane Shift. As a 5th level Warlock, they could not cost a 7th level spell, so the only way to do it would be with the Amulet. Counterspell follows the standard order with spells cast from items or from people. As the Counterspell was 3rd level... the Plane Shift is still a 7th level spell. So, that's a 17 that is required to counterspell it. Anyone in the player's party is also able to counterspell if needed (which is much easier as the caster was only 3rd).
As it isn't a do or die spell, there is no reason not to allow Counterspell to disrupt an action on the player's part. They can cast it again the next round. What's done is done, but I would revisit this with the players so that they understand how you are going to rule it in the future after looking at the rules. And yes, I would pull up all the spells involved and see if there is wording that was how things happened or if someone only thought they knew how it worked. And this is a great place to ask those kind of questions.
Counterspell works on the level of the spell, not the level of the caster. Counterspell requires the 10+ roll if the targeted spell is cast at a higher level than the level at which the counterspell was cast at (minimum 3rd).
Incidentally, as written, if you fail the intelligence check it can't be counterspelled, as that version isn't a spell, it's just an effect :).
If you don't want to put limitations, you can deal with it the following way.
Have 2-3 locations in mind for failure already so you don't have to improvise that much. Don't just roll on a random table. Have them be attacked as soon as they arrive so they all have to immediately roll initiative. There is a good chance that the player will have to wait for his turn to use the amulet again. I would even "fudge the rolls" to have at least 1 NPC go first. Focus the attacks on separating the party, possibly grappling. So that in order to use the amulet again they have to deal with the encounter. I would only do this on a failure.