Spell Duelling Modifiers Table
As previously mentioned, one of the most common complaints about fifth edition – especially by players of spellcasting characters and game masters -- is that the
counterspell spell ruins the fun of being a spellcaster. The spell is also bland and boring aesthetically. And too often, its use devolves into “which side has the most wizards with counterspell.” Arguments have even been made that a caster shouldn’t be able to use counterspell against the same spell 1) if they’re already casting a spell because it would interrupt the spell being cast or 2) it’s a reaction, which is swifter than an action, so by the time someone starts casting counterspell, there’s no time to cast it again to cancel the first attempt to counter.
Regardless of the argument against counterspell, the idea of two casters going toe-to-toe in a spell duel is not only core to the aesthetic of the game, but it’s also cool... or at least, it should be. That’s where the following spell dueling rules come in: they make countering a spell a battle between casters and add to the visualization of the challenge between the two. These rules can be used with or without the opposition school rules presented earlier. However, if used with opposition schools, there are a few additional modifiers to be used when the duel is adjudicated.
To use these rules, the first thing a game master needs to do is remove the counterspell spell from the game. Then, when a spellcaster gains the ability to cast 3rd level spells in any class that has counterspell on its spell list, the character gains the ability to use its magical energy to attempt to unweave the spellcasting of another spellcaster. When a spellcaster within 60 feet of the spell duel capable caster that they can see begins casting a spell with a casting time of one action or greater, the spell duel can begin!
(Note that casting a spell as a bonus action or reaction occurs extremely swiftly, and thus spells cast with a bonus action or reaction cannot be spell dueled.)
When a spell duel is initiated, the initiating caster may, if they wish, make an
Intelligence (Arcana) check with a DC equal to
10 + the level of the spell being cast (
not the spell slot level) to try to determine what spell is being cast prior to selecting the spell that they will use for the spell duel. If the check fails, they may still proceed with the duel but don’t have the benefit of knowing what spell or school of magic they are attempting to negate.
The
initiating spellcaster then
uses their reaction to cast a spell of at least
3rd level with a
casting time of one action or less, but instead of the normal effects of the spell, the caster reshapes the magic to interfere with the magic of their opponent.
Both casters make an ability check using their spellcasting ability. If a caster has more than one spellcasting ability score, they may choose which one they use. However, the spell they use must be from a spell list that uses their chosen score. The initiating caster’s roll is modified per the modifiers listed in the table at the top of the article.
Only the duel initiator adds these additional modifiers.
If the initiating caster rolls higher than the opposing spellcaster, the opponent expends the spell slot, but their spell fails. Whether the spell dueling attempt succeeds or fails, the spell that the spellcaster that initiated the duel casts has no additional effect. The player of the character that initiated the duel should then describe how the spell they cast intercepts and negates the triggering spell.
Spells with
no visible spellcasting components, such as those with the “psionics” tag or those cast with the sorcerer’s “subtle spell” metamagic ability,
can’t be countered in this manner. Neither can magical abilities that are not considered spellcasting. Spells cast with the “innate spellcasting” trait that do not require material
components but still have verbal and/or somatic components can be countered using this system.
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