ST: Counterspell
Spellcraft
Anti-Magic
| 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. Note: This is fairly complicated, so give it a read a few times. If an enemy uses a Feature or Ability with the Magical trait, you may attempt to counter it using a reaction / ⮌[./p] To do so, you use your reaction to cast one of your own abilities with the Magical trait (spending the Resource Points or Spell Slot, but not the action cost) and roll a Spellcraft check vs a DC (either the Threat Level / TL or Character Level of the creature, plus the Ability Rank x 2 (if applicable), plus 15). Additionally, how you counter the spell or ability is also important, giving you bonuses to your roll. Your result gains a flat Numerical Bonus equal to 2 times the rank of the ability you use with your reaction. If the ability you use shares a trait (such as Fire, Force, etc) or Ability Tradition (Evocation, Universal, Warfare, etc), the check gains a Bonus Dice (base d4) for each shared tradition. If the ability is the exact same as the one being countered, you may make the check with Advantage. Example: Counterspelling a Commoner casting a 0th rank spell requries a DC of 15. If an adventurer counters with a 1st Rank Spell, such as Faultless Fusillade, they would need to get a result of at least 13 to pass. Conversely, if a TL 15 Black Dragon is casting a 5th Rank spell that needs to be countered, the DC would be 40, and the adventurer would need to somehow get a result of 38. Rolling a Normal Success against the DC causes both spells fizzle and the foe's opposing spell slot to be wasted. On a Critical Success, the spell is reflected back to the original caster, not only cancelling the spell but potentially turning the user's magic against themselves. 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 |