Author Topic: Counterspell Feat Chain  (Read 921 times)


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Counterspell Feat Chain
« on: November 25, 2010, 04:17:18 AM »
I suspect that there may be something like this in Spellbound, but I am doing a conversion of the War of the Burning Sky saga and was planning on starting it this weekend, and it uses counterspell rules extensively.

He's my first draft. It needs work... I want the ability to counter reflexively to be available as early as possible, but so far this chain suggests that come last in the chain. Also, I definitely need a better benefit for supremacy that doesn't totally throw the game out of whack.

Counterspell Basics
Prerequisite: Ability to cast 1st level spells.
Benefit: You gain a trick:
Flexible Counter (Spellcasting Trick): The spell's normal effects and range are ignored. Instead, your spell may be used to counter any spell with a level plus casting level equal to or less than the level of your spell plus casting level - 1. You may use this trick once per round, up to a number of times per scene equal to your number of spellcasting feats.

Counterspell Mastery
Prerequisite: Counterspell Basics
Benefit: You gain a stance:
Spellguard (Stance): You can use a counter spell effect (using a Counter Spell spell or the Flexible Counter trick) as a readied action to counter a spell targeting you as it is being cast. Doing so requires you win an opposed specllasting check against the spell's casting roll (for arcane magic) or against a resolve check by the caster (for divine magic.) You may not take the run action.

Counterspell Supremacy:
Prerequisite: Counterspell Mastery
Benefit: You can counter spell (using Counter Spell I or the Flexible Counter trick) effects out to close range, and you gain a trick:
Spellduel (Total Defense Trick): You bonus for total defense is added to the DC of any spell targeting you or which includes you in its area.
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Re: Counterspell Feat Chain
« Reply #1 on: November 25, 2010, 10:54:47 AM »
On a related note, I wonder if there might be a place for a defensive mechanic where you can buy a trick to get an Initiative Action along the lines of the Parry/Arrow Cutting/Shield Block model for a Will save to negate all damage to your character from one spell that's just targeted them, 1/round.  (It's probably not as useful, however, unless you expect to come up against many or particularly dangerous blasters).

The only problem is, I'm too tired to think up a good name for it... "surge of disbelief"; "resolute disbelief"; "wilful negation"; "dweomer defiance"... nothing sounds quite right.  Also, I think for requirements it should have "Spell resistance or 1+ ranks of spellcasting".
« Last Edit: November 25, 2010, 10:58:57 PM by paddyfool »


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Re: Counterspell Feat Chain
« Reply #2 on: November 25, 2010, 08:30:54 PM »
I bet there will be in Spellbound.

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Re: Counterspell Feat Chain
« Reply #3 on: November 25, 2010, 09:34:12 PM »
I would personally start with a new trick/advanced action that lets you perform basic readied action counterspelling, and have the feats require this trick and build upon its functionality.

In broad strokes:

Advanced Action: Use readied action to counterspell.  [Possibly have you required to know the spell you are countering?]
Stance: Assists counterspelling [possible reduction in spell point cost to counterspell when in stance?]
Mastery: Two tricks for advanced action - Counterspell as free action, but less powerful.  Readied action with a bonus.
Supremacy: Bonuses when using the tricks, extra new trick [I like the total defence trick you mentioned].

I suspect it might be in Spellbound though, seems a suitable place.


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Re: Counterspell Feat Chain
« Reply #4 on: December 31, 2010, 02:40:23 PM »
Any chance you'd like to add this to the Fantasy Craft Database?
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