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DMs, how do you like to handle counterspell for enemies and players?

Just a note in case anyone is worried I’m adding a mage to every encounter, I very rarely use counterspell against my players; it’s one of the spells I consider to have high “fun-ruining” potential.

I’m struggling a bit to decide on how to handle this interaction in a way that feels fair. From my understanding RAW, a character doesn’t know what spell is being cast. I think you can use your reaction to make an arcana check to discern it, but of course then you can’t counterspell it. For enemy spellcasters I generally describe what’s being cast, instead of naming the spell right away, but it can slow combat down, and is a bit one-sided since when a player casts a spell they lead with “I cast X”. This leads to an imbalance where I’m aware of what’s needed to counterspell something while the players are not, and can cause some awkwardness trying to decide how to play around that without metagaming.

I can think of a few different ways to handle this, each with its own drawbacks, but I’m curious to hear what y’all do at your tables!

26 comments
  • So, RAW here is how a round with a spell is supposed to work:

    1. Character A announces that they are casting a spell. The name of the spell, and other information such as its level are not mentioned.
    2. There is a short pause to allow someone to use a Reaction.
    3. If no one uses a Reaction, Character A either rolls or tells people what they need to roll.
      • Side note: This is where someone could technically cheat by changing their spell slot level, and is one of the many reasons why Counterspell is a terribly-designed spell.
    4. After this roll (and any effect that would apply to those rolls), Character A describes the effect and can optionally state what the spell was:

    You all take 36 Fire damage, as an explosion of flame blooms at your feet from my character's 6th-level Fireball.

    RAW, Counterspell would occur during that second step. The creature that casts it has no idea what the spell they're countering is, beyond context clues (i.e. they've seen that armored spell caster has been casting spells that heal their allies earlier).

    As you said, there are rules to identify a spell. They were added by either Tasha's Cauldron of Everything or Xanathar's Guide to Everything. A character can use their Reaction to identify the spell. This usually means you'll need 2 spellcasters working in conjunction for Counterspell to work with an identified spell.


    As for how I run it at my table: I don't. I really don't like it. It's anti-fun, and the awkward pause and wording that's required to cast spells in case someone wants to counter it. There's some equally awkward metagaming thats required if someone accidentally blurts out the name of the spell, and it plays really poorly with how most VTT software handles spells (most just spit them out in the chat for everyone to see). It is just so un-fun that I just ban the spell outright at my table and it makes everything much simpler.

    Having said that, if I do play at a table where it isn't banned, we usually go about it as I described above. The Reaction needed to identify the spell is an intentional design decision to prevent spellcasters from identifying every spell cast their way before deciding to counter them, and needing 2 spellcasters to work together to "cleanly" cast it is perfectly fine, in my opinion. Spellcasters are already bonkers in this game, there's no reason to empower them further by letting them save-up their Counterspells until they're absolutely critical.

    It's just important that every player is on the same page and doesn't blurt-out their spell names whenever they cast a spell.

  • This reminds me of an instance where my WM sorcerer counterspelled what I assessed to be a high-level spell, but then the bad guy counterspelled my counterspell and won. However, because we were playing with WM variant rules where the chance of it triggering are higher when higher level spells are used, a WM surge happened at that exact moment too and caused absolute mayhem.


    A fun mechanic for spell casters to identify what is being used against them might be to have them automatically recognize any cantrips, or put it behind a low perception skill check, like DC 5 or 7, and increase the DC by 2 for every spell level or slot thereafter. In addition, the DC could be decreased by the highest level of spell known/available to that player.

    This could be a special reaction only available to spellcasters that represents their instinctual familiarity with magic. I wouldn't make it cost a reaction point, but I would limit its use to something like their proficiency bonus with a LR or SR recharge.

    So, for instance, a BBEG casts disintegrate(lvl 5). A spell caster in the group uses this special reaction to recognize the spell, and knows one 4th level spell. DC would be DC = (5 + (2 * ESL)) - GSL, where ESL is "Evil Spell Level" and GSL is "Good Spell Level". So being a lvl 5 spell, we would get:

    DC = (5 + (2 * 5)) - 4

    DC = (5 + 10) - 4

    DC = 15 - 4

    DC = 11

    However, for that one dude in the party that took a multiclass level or two in warlock and would only know a lvl 1 spell, his DC would be 14.

    Thats just my spitball answer though, but probably what I would start with.

  • The Pathfinder 2 way.

    PF2 has the general Counteract mechanic:

    Critical Success Counteract the target if its counteract level is no more than 3 levels higher than your effect’s counteract level.
    Success Counteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level.
    Failure Counteract the target if its counteract level is lower than your effect’s counteract level.
    Critical Failure You fail to counteract the target.

    (critical success and failures being when you roll ten or more higher or lower than the DC)
    You expend a spell slot containing the same spell and roll to counter the cast spell, with varying possible degrees of success.

    You can later specialize it in various interesting ways with feats, for example one that lets you spend a prepared spell from merely the same school, or with a spell that is especially thematically appropriate, or redirect the countered spell, or just eat it.

    It's a whole mechanic that you can build around, it's exciting when it happens, you feel like you've earned it. It's a reward for clever play as opposed to a button that you push.

26 comments