Level
3rd
Casting Time
1 Reaction *
Range/Area
60 ft
Components
S
Duration
Instantaneous
School
Abjuration
Attack/Save
None
Damage/Effect
Negation
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
* - which you take when you see a creature within 60 feet of you casting a spell
This reads a little funny to me.
The way I read it is that if you cast counterspell at 3rd level against a 4th level or higher spell you make an ability check against a DC of 10 + spell level, eg DC 17 for a 7th level spell.
However, if you cast counterspell at 4th level or higher there's no roll, the first spell fails if it is equal or lower level than the counterspell.
it specifically mentions a spell you can see within 60ft, so that's a no from me.
I hope when the 2024 book revisions come out this spell is reworded because the sentence "You attempt to interrupt a creature in the process of casting a spell." is too sparse in details which have caused so many arguments on what can and cannot be counterspelled.
I personally find that because, by default, no magic item requires anything other than the user to either hold or wear the item, they cannot be a target for counterspell because there is no required action from the user to even indicate that a spell is being cast. The only visual indication from a magic item that a spell has been cast is the spell successfully being cast.
So if you are facing off against another wizard and you win initiative. Instead of casting an offensive spell, Fireball say, you use your action to prepare it and say you want to release it when you see your opponent cast a spell.
Then your opponent tries to cast Counter Spell, would it work?
It can't interrupt Fireball because you've already cast the spell and are just holding the energy ready to release it.
I realise this is just semantics to void an NPC wizard's ability to use counter spell but wondered what anybody else thought.
There seems to be a lot of people who think this spell is overpowered. This is true for two reasons: (1) actions are more valuable than reactions to pretty much all spellcasters, and (2) the caster can use a 3rd-level slot to cancel a 9th-level spell if they're lucky enough. To even out these problems, this is my house rule version of Counterspell:
You interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd level or lower, that spell fails and has no effect. Otherwise, this spell fails.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell can be as high as one level below the spell slot you used.
4 years late to your comment, but...
Identifying a spell requires a Reaction. Otherwise, you don't know what spell is being cast.
If you don't know what spell is being cast, how can you possibly know what level spell slot to use to attempt a Counterspell with?
H
That’s too risky. If you fail you waste a spell slot, but if you win you still wasted your spell slot.
Can i counter spell someones counterspell?
Provided you still have your reaction left, yes. You can cast counterspell as a reaction to counter someone's counterspell to counter a spell.
Whats cool is the artificer can help that wizard stop the big bad casting power word kill by using flash of geinus to thier counterspell, with maxed out int on both of them thats a +10 to the save, and with a Clockwork amulet (which an artificer can make, using replicate magic item infusion) thats a consistent dirty 20 on the counterspell
(Adendum: an abjuration wizard also adds their proficiency bonus as well, so a maximum of +16)
Neither of those “3 spells per turn” are legal, as you cast a spell as a bonus action.
If a spell you're casting gets Counterspelled, can you cast another leveled spell on your same turn, are you limited to just casting a cantrip, or is your action just wasted?
For example, I attempt to cast Fireball. It gets Counterspelled. Can I attempt to cast Scorching Ray (2nd level spell) or even Healing Word (1st level spell, but a Bonus Action), am I limited to Fire Bolt (cantrip), or did I just completely waste my action?
"Abjuration is often perceived as the dullest of the schools of magic. A wet blanket if you may. In truth, it confers it's practitioners... a privilege, beyond compare... The ability to simply... say... no."
- <insert name and rank>
Here's one if you need it: Refusus D'Nius, Headmaster, School of Abjuration
even if you only get it once per rest, it would still be better than most other feats.
This is stupid. If you're going to make it an opposed check, make it the casters Spellcasting modifiers. Arcana is the spellcasting skill, it is a knowledge skill for recall not combat.
So, you have to see them cast the spell, what if they just turn their back to you so you can't see them? Anti-Counterspell strat?
Here's my solution that solve a LOT of problems but basically keeps the spell as written in tact.
The wizard wishing to cast counterspell makes an 'ARCANA check' for ALL spells regardless of level (replacing the 'ability check mechanic described above). the DC is the spell save DC of the casting wizard +1 for each level past third (A forth level spell would add +1, a fifth level spell would be +2, etc). The idea being that the wizard needs to see if they can correctly identify what spell is being cast and do it fast enough to use the 'correct; version of counterspell before the other wizard completes their spell.
Furthermore, you can add an additional modifier for 'divine magic' due to a wizard's unfamiliarity with that sort of spell casting.. Say add an additional +5 to the DC. You can also add additional modifiers to the DC for the speed of the spell being cast. Quicker spells are actually EASIER to counter. A reaction spell is +0, a bonus action spell would be +1 and a full turn spell would be +2.
I'm playing a Triton Bard in an Odyssey of Theros campaign. I take the College of Lore, and through 'Additional Magical Secrets', I grab Shield and Counterspell. The info for Shield is pretty straight forward, but for Counterspell I'm confused on. I want to make sure I have the information right before I actually use it in battle, so is there anything I roll for it if I'm casting it at a lower level? Is it just a d20 with spell mods? Or how does it work?
Thanks in advance.
So the soell blows up in their face? That's so cool