Warning it's a long post but I like a little complexity to my spell casting and counterspelling for more experienced players.
This came about equal parts due to wanting to discourage counterspells, to make faking at casting a spell to be a thing and to make counterspelling a bit more meaningful when one does decide to go down the rabbit hole. In this example I use players A and B on opposite teams. *It is important to note that while there are rolls being made in this process, no calculations between players will take place until it is determined how many counterspells there are in the turn and how they stack in case the battlefield is made up of several casters.
Step 1 - The game begins: Player A declares that s/he would like to cast a spell and writes down what spell and at what level the spell is being cast and pushes the piece of paper to the middle of the table (preventative measure for cheating and or meta gaming). Value written can be either "F", or a number ranging from 0 to 9. "F" means faking to cast a spell. Player A then rolls an Arcana check.
Step 2 - Checking conditions: Player B checks that conditions are met for counterspell to take place, which are:
Are A and B within counterspell distance?
Is there a clear line of sight between A and B? any creature or object of significant size partially obstructing line of sight gives cover increasing any DC checks for the remainder of the turn (not round, turn).
The character who's turn is being used to cast a bonus action/action spell cannot cast counterspell that turn
Step 3 - Declaring reaction:
If conditions are met, Player B may then declare that a reaction is being used and rolls an arcana check. At this point a reaction is spent regardless of whether a counterspell is being cast or not.
If opposing Arcana check including cover results in plus or minus 2 then nothing is known
If player B succeeds by a low margin of 3 or more then it is revealed whether Player A is really casting a spell or just faking it to draw a counterspell.
If player B succeeds by a medium margin or more then the spell is revealed
If Player B succeeds by a high margin then Player A flips over his/her piece of paper revealing the spell level used to cast Player A's spell.
Step 4 - Making the call: As part of his/her reaction using the information gained from the opposed Arcana check - Player B decides whether to cast counterspell. If a Player A is found out to be faking it at this point then then process stops here and there's no counterspell needed but Player B's reaction is wasted. If Player B decides to cast counterspell or fake a counterspell s/he will need to write down "F" or 0-9 so there's no cheating from either party.
Step 5 - Roll off: Player A and B each rolls a die (what size die used depends on how much weight you want randomness to effect the game and is to be agreed on before character has reached the level to cast counterspell).
Formula used for this next part is (cover value if any) + (Player A's dice value - Player B's dice value) + (Player A's Spell Save DC value - Player B's Spell Save DC Value) + (Player A's spell level used - Player B's spell level used). This formula takes into account the battle environment, spell caster level, spell casting modifier, spell slot used and also some essence of randomness.
Example - there's another character or object of significant size between Players A and B causing half cover. Player A casts fireball at 6th level and has a spell save DC value of 13 and Player B's casts counterspell using a 5thlevel spell slot while having a spell save DC value of 15. The calculation is [+2 for half cover + (difference in dice value) + (+1 for spell level difference) + (-2 for spell save DC difference)). Simplified: the calculation comes to (difference in dice value +1). If the resulting roll including the player's dice roll is positive then Player A's spell goes through, if negative then counterspell succeeds and Player A's spell is lost.
*Potential scenario* what if Player B get's counterspelled by a member of Player A's party say "Player C"? We would of stopped the process at the end of step 4 and go back to step 3, this time Player C goes through Step 3 and if there's no other counterspelling shenanigans the process continues to Step 5 but between Players C and B. Assuming B wins the process goes to step 5 but between A and B with B keeping the rolls made.
Optional Step: Punishment Meddling with spells has it's repercussions. The act of counterspelling causes negative effects including but is not limited to damage. It could be that the one player suffers damage or both, however you want it played out. this offers another dimension to the risk/reward calculation.
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*It is important to note that while there are rolls being made in this process, no calculations between players will take place until it is determined how many counterspells there are in the turn and how they stack in case the battlefield is made up of several casters.
Player A declares that s/he would like to cast a spell and writes down what spell and at what level the spell is being cast and pushes the piece of paper to the middle of the table (preventative measure for cheating and or meta gaming). Value written can be either "F", or a number ranging from 0 to 9. "F" means faking to cast a spell. Player A then rolls an Arcana check.
Step 2 - Checking conditions:
Player B checks that conditions are met for counterspell to take place, which are:
Step 3 - Declaring reaction:
Step 4 - Making the call:
As part of his/her reaction using the information gained from the opposed Arcana check - Player B decides whether to cast counterspell. If a Player A is found out to be faking it at this point then then process stops here and there's no counterspell needed but Player B's reaction is wasted. If Player B decides to cast counterspell or fake a counterspell s/he will need to write down "F" or 0-9 so there's no cheating from either party.
Step 5 - Roll off:
Player A and B each rolls a die (what size die used depends on how much weight you want randomness to effect the game and is to be agreed on before character has reached the level to cast counterspell).
Formula used for this next part is (cover value if any) + (Player A's dice value - Player B's dice value) + (Player A's Spell Save DC value - Player B's Spell Save DC Value) + (Player A's spell level used - Player B's spell level used). This formula takes into account the battle environment, spell caster level, spell casting modifier, spell slot used and also some essence of randomness.
Example - there's another character or object of significant size between Players A and B causing half cover. Player A casts fireball at 6th level and has a spell save DC value of 13 and Player B's casts counterspell using a 5thlevel spell slot while having a spell save DC value of 15.
The calculation is [+2 for half cover + (difference in dice value) + (+1 for spell level difference) + (-2 for spell save DC difference)).
Simplified: the calculation comes to (difference in dice value +1). If the resulting roll including the player's dice roll is positive then Player A's spell goes through, if negative then counterspell succeeds and Player A's spell is lost.
*Potential scenario*
what if Player B get's counterspelled by a member of Player A's party say "Player C"? We would of stopped the process at the end of step 4 and go back to step 3, this time Player C goes through Step 3 and if there's no other counterspelling shenanigans the process continues to Step 5 but between Players C and B. Assuming B wins the process goes to step 5 but between A and B with B keeping the rolls made.
Optional Step: Punishment
Meddling with spells has it's repercussions. The act of counterspelling causes negative effects including but is not limited to damage. It could be that the one player suffers damage or both, however you want it played out. this offers another dimension to the risk/reward calculation.