Spelljammer
Sorcery
Rule Category:Sorcery
Rule Name:Counterspells
A counterspell is cast in the same manner as any other type of spell, but it’s cast over a single character or area, and has its object of defeating the effects of other spells of the same class as the counterspell. Each college has one counterspell that can be used to counter or inhibit all spells and rituals, general, special or arcane of their college as well as other colleges of the same class. The classes of counterspells are as follows:
  • Elemental - Air Magics, Earth Magics, Fire Magics and Water Magics
  • Natural - Green Magics and Lesser Summonings
  • Necromancy - Lay Healer, Necromancy, Transformation Magics
  • Slime - Slime Magics and Spider Magics
  • Psion - Sorceries of the Mind
  • Shadian - Dark Magics and Illusions
  • Sorcery - Battle Magics, E&E, Disenchanting Magics, General Magic, Phase Magics and Rune Magics
  • Witch - Black Magics and White Magics
  • Holy - Cleric Magic

A counterspell is a Special Knowledge spell but it works against any spells in all colleges in the class. The chance to counter a GK spell is increased by 10% while the chance to counter an Arcane spell is reduced by 25%.

A counterspell may be cast over one character (including the caster himself). It adds a bonus to the save of the character against the spells in the class for which it was cast. This bonus is equal to 20 (+3/rank).

A counterspell may be cast over a area instead of an individual. When cast over a area, any individual occupying that area, a 15' diameter circle, may not use a spell of the class affected by the counterspell until he vacates the affected area. All individuals in the area gain a bonus to their magic saves vs. the spells the counterspells are for, but would not be protected if they moved out of the area. This bonus is the same as for a single target counterspell (20 + 3/rank or 5 + 3/rank).

A counterspell may also be cast at an existing spell of the appropriate type and college in an attempt to dispel it. If the counterspell is successfully cast, the target spell is dispelled. However, the mage's cast chance is modified by -2% per rank of the spell being dispelled if the counterspell is of equal or higher rank than the spell being dispelled, or -3% per rank if the counterspell is of lower rank than the spell being dispelled (also -3% per rank of the caster in the case of cleric spells). In the case of a magic trap (i.e., a Trigger Ritual with a Trigger Spell embedded in it), it is the rank of the Trigger Ritual that modifies the cast chance for the Counterspell.

A mage may cast a counterspell to dispel his own spell. The cast attempt must succeed but there is no negative modifier if the counterspell is of lesser rank than the spell being dispelled.

A counterspell lasts for 2d10 rounds, plus 1 round per level. A character or area may never have more than one counterspell cast over him at one time.

A character may always use magic when under the protection of a counterspell (including a counterspell affecting his college). Only area counterspells inhibit the casting of the spell itself. A spell or ritual may never be performed on ground that has a counterspell over it affecting the college of which the magic is a part.

The following list of characteristics applies to all counterspells.

Range:25 feet per level
Duration: 2d10 (+1/level) rounds
Save: Negates
Base Chance: 40%



Old Counterspell Rules (09/10/2016)


A counterspell is cast in the same manner as any other type of spell, but it’s cast over a single character or area, and has its object of defeating the effects of other spells cast by members of the specific college against which the counterspell is directed. There are two different counterspells for each college. One for general knowledge spells and rituals , the other for special knowledge spells and rituals. The spells and rituals of each college are inhibited in their operation by the counterspell for that college. The counterspells affecting one college will not effect any other college. A character is always considered to acquire as part of his general knowledge the counterspells effecting that college upon his joining that college. He may learn the other counterspells only by finding a member of another college and have that person teach him those spells.

A counterspell of any type may be cast over one character (including the caster himself). It adds a bonus to the save of the character against the specific spells for which it was cast. This bonus is equal to 20 (+3/rank) for counterspells in the college lists, and 5 (+3/rank) for counterspells in the General Spells list.

A counterspell may be cast over a area instead of an individual. When cast over a area, any individual occupying that area, a 15' diameter circle, may not use a spell of the type affected by the counterspell until he vacates the affected area. All individuals in the area gain a bonus to their magic saves vs. the spells the counterspells are for, but would not be protected if they moved out of the area. This bonus is the same as for a single target counterspell (20 + 3/rank or 5 + 3/rank).

A counterspell may also be cast at an existing spell of the appropriate type and college in an attempt to dispel it. If the counterspell is successfully cast, the target spell is dispelled. However, the mage's cast chance is modified by -2% per rank of the spell being dispelled if the counterspell is of equal or higher rank than the spell being dispelled, or -3% per rank if the counterspell is of lower rank than the spell being dispelled (also -3% per rank of the caster in the case of cleric spells). In the case of a magic trap (i.e., a Trigger Ritual with a Trigger Spell embedded in it), it is the rank of the Trigger Ritual that modifies the cast chance for the Counterspell.

A mage may cast a counterspell to dispel his own spell. The cast attempt must succeed but there is no negative modifier if the counterspell is of lesser rank than the spell being dispelled.

A counterspell lasts for 2d10 rounds, plus 1 round per level. A character or area may never have more than one counterspell cast over him at one time.

A character may always use magic when under the protection of a counterspell (including a counterspell affecting his college). Only area counterspells inhibit the casting of the spell itself. A spell or ritual may never be performed on ground that has a counterspell over it affecting the college of which the magic is a part.

The following list of characteristics applies to all counterspells for all colleges of magic.

Range:25 feet per level
Duration: 2d10 (+1/level) rounds
Save: Negates
Base Chance: 40%


MARTY: Do I need to have counterspells in memory too? Or do they work different in terms of memory?

GM: Good question. You do not have to have save a memory slot for the counterspells of your own college. You can always cast them.
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