In Chapter 7 (Spells) There is a sidebar about identifying an ongoing spell by it's effects using the Study action. How do I identify an instantaneous spell? In XGtE there was a rule for identifying a spell as it was cast, using your Reaction. Is that still an option?
I've seen different GM's handle this differently. Some announce the spell as they're casting it, or announce the level, specifically to allow players to have agency about whether to use a Counterspell. That has some merit as it could suck to spend a Counterspell to counter a cantrip, for instance. Ask your GM about how they intend to handle this.
Personally, I'd allow an Arcana check for free no action or reaction required, DC is 13 + Spell level, but if they fail I'd only say "you were unable to determine the spell. What do you want to do?"
I've seen different GM's handle this differently. Some announce the spell as they're casting it, or announce the level, specifically to allow players to have agency about whether to use a Counterspell. That has some merit as it could suck to spend a Counterspell to counter a cantrip, for instance. Ask your GM about how they intend to handle this.
Personally, I'd allow an Arcana check for free no action or reaction required, DC is 13 + Spell level, but if they fail I'd only say "you were unable to determine the spell. What do you want to do?"
Free Arcana check, no action to use, but DC is 10+(casters spellcasting mod). That way unless your tossing a enemy that is using a jacked up casting mod, most characters can have a chance at getting a quick guess about what the spell being cast might do, and could give a quick shout as to what they think the spell might be.( but not the level unless the roll is 5+ above the DC, and the checking character is familiar with the spell being cast.)
As for a spell whose duration is instantaneous, because it is a duration that is as quick as a flash of lightning, [ fast as nearly the speed of light ], the ability to identify or even counter it is a DM fiat that will always exist. The reason counter spell is a 3rd level spell with a DC 10 + ( spellLevel ) if greater than 3rd level is because the player can gamble on using a low level of counterspell and reserve more useful slots for return fire.
Since the highest level spells can reach is 9th level, the highest DC of any 3rd level counter would be a 19, and that level of difficulty should be considered around tier two or three of gameplay. [ Note: different levels of difficulty are a matter of DM preference, user experience may vary. ]
Now combine all that I expressed above, and some interesting mechanics can be made to help expedite combat and sticky situations.
" Darkvision doesn’t work in Magical darkness, and if something is magical, Never Trust it acts the same way as a non-magical version of that same thing!”- Discotech Mage over a cup of joe.
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In Chapter 7 (Spells) There is a sidebar about identifying an ongoing spell by it's effects using the Study action. How do I identify an instantaneous spell? In XGtE there was a rule for identifying a spell as it was cast, using your Reaction. Is that still an option?
Just going off of the new PHB, there is no existing way to identify a spell as it is being cast. You can only do it with an action on your turn.
That being said, you should just something up. And I wouldn’t use a flat DC 15 check for any spell effect as suggested in the sidebar.
I'd allow that rule from XGtE if it's useful for your players and games. In my opinion, it's compatible with the 2024 PHB rules.
I've seen different GM's handle this differently. Some announce the spell as they're casting it, or announce the level, specifically to allow players to have agency about whether to use a Counterspell. That has some merit as it could suck to spend a Counterspell to counter a cantrip, for instance. Ask your GM about how they intend to handle this.
Personally, I'd allow an Arcana check for free no action or reaction required, DC is 13 + Spell level, but if they fail I'd only say "you were unable to determine the spell. What do you want to do?"
Free Arcana check, no action to use, but DC is 10+(casters spellcasting mod). That way unless your tossing a enemy that is using a jacked up casting mod, most characters can have a chance at getting a quick guess about what the spell being cast might do, and could give a quick shout as to what they think the spell might be.( but not the level unless the roll is 5+ above the DC, and the checking character is familiar with the spell being cast.)
As for a spell whose duration is instantaneous, because it is a duration that is as quick as a flash of lightning, [ fast as nearly the speed of light ], the ability to identify or even counter it is a DM fiat that will always exist.
The reason counter spell is a 3rd level spell with a DC 10 + ( spellLevel ) if greater than 3rd level is because the player can gamble on using a low level of counterspell and reserve more useful slots for return fire.
Since the highest level spells can reach is 9th level, the highest DC of any 3rd level counter would be a 19, and that level of difficulty should be considered around tier two or three of gameplay. [ Note: different levels of difficulty are a matter of DM preference, user experience may vary. ]
Now combine all that I expressed above, and some interesting mechanics can be made to help expedite combat and sticky situations.
" Darkvision doesn’t work in Magical darkness, and if something is magical, Never Trust it acts the same way as a non-magical version of that same thing!”- Discotech Mage over a cup of joe.