ST: Counterspell

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Counterspell

When a foe Casts a Spell, you can feel its manifestations and use your own magical power to disrupt, or even reflect, the magic.

If an enemy uses a Magical ability or feat/ure; you may cast one of your own spells or abilities, doing so as a reaction / ⮌ and rolling a Spellcraft check. You must be able to use a Magical ability to use this Talent (such as from a class feature), but if not you can substitute it with an appropriate magic item (such as a staff or wand).

The DC of the spellcraft check is equal to the creature's TL or character level + 15, or the feature or ability's TL/rank + 15 (whichever is higher).

If you roll a success on the DC, both spells fizzle and the foe's opposing spell slot is wasted. If you critically succeed on the check, you reflect the spell back at the original caster, not only cancelling the spell but potentially turning the user's magic against themselves. If the ability you use shares a Tradition (Evocation, Universal, Warfare, etc) or a trait (such as Fire, Force, etc the check gains a bonus dice (base d4 < d6 < d8 etc) for each shared tradition or trait. The check is made at advantage if the abilities are the exact same (e.g. Fireball used to Counterspell Fireball).

If the magical ability or effect is a status effect, you may roll the check against the spell DC or a set DC if one exists (as per adventure paths) to attempt to dispel the effect.

Note: identifying a spell through various means, such as Recognize Magic, can be used to help identify spells that can be countered.

Prerequisites

Proficiency in Spellcraft

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