Difference between revisions of "Counterspells"

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Spells do not have to be countered when they are cast. Permanent or continuing effects may be countered as well.
 
Spells do not have to be countered when they are cast. Permanent or continuing effects may be countered as well.
  
BLAH BLAH RULES ELABORATION
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A continuing effect may be studied with a [[Knowledge|Knowledge (Magic)]] check equal to the DC of the spell used to create it. You may [[Take 20]] on this check if you have the time. If you manage to beat or equal this DC you may then attempt to counterspell it as normal. You can take as many attempts as you want, but you cannot [[Take 20]] on a Counterspell check. Unlike normal counterspelling, counterspelling continuing effects can require capacity, as per normal rules.
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There is also a spell in the [[Magic]] discipline which for a DC of 36 will negate any effect of up to a DC of 40, without requiring a [[Knowledge|Knowledge (Magic)]] check.
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To prevent others from negating your spells you may intentionally raise the DC or cast it as a mixed spell with a Magic component of as high as you want.
  
 
[[Category: Core Rules]]
 
[[Category: Core Rules]]
 
[[Category: Magic]]
 
[[Category: Magic]]

Latest revision as of 10:09, 9 May 2012

Magic
Disciplines

Elements

Aspects

Materia

Prestige

Mastery

Rules

Whenever a spellcaster successfully casts a spell within 60 feet of or targeting another spellcaster, the second caster may attempt to counterspell. They make a Knowledge (Magic) check equal to the DC of the spell being cast. If they had previously prepared an action to counter a spell from this caster they get a +4 to this check. If they succeed, they may spend 4 AP and as an Immediate Action cast a counterspell.

They make a check in either the same discipline or one of the opposing disciplines of the discipline used to cast the target spell. If they beat or equal the check originally used to cast the spell, then the spell is countered. If not, the spell functions as normal.

For example, Garth casts a fire spell with a DC of 25 at Brian. He rolls a 28 and so the spell is cast. Brian makes a DC 25 Knowledge (Magic) check, which he beats with a 31, correctly identifying the spell. He then can counter using one of several disciplines - fire, as it is the same; cold or water, as they are specifically used to counter fire; or magic, as it can counter anything. Either way, he must beat or equal Garth's original roll of 28.

If one wishes to counter Mixed Spells, all of the checks must be beaten independently. A spell using three disciplines must have each roll beaten, by a discipline appropriate to each constituent discipline.

The Magic discipline may be used to counterspell any other discipline. It is especially useful when countering mixed spells - unlike the normal rules above, to counter a mixed sell with the Magic discipline, one must only beat the highest roll used in casting the spell.

No Capacity is ever spent in counterspelling. The original spell, whether or not it is successfully counterspelled, still costs normal amounts of capacity.

Counterspelling after the Fact

Spells do not have to be countered when they are cast. Permanent or continuing effects may be countered as well.

A continuing effect may be studied with a Knowledge (Magic) check equal to the DC of the spell used to create it. You may Take 20 on this check if you have the time. If you manage to beat or equal this DC you may then attempt to counterspell it as normal. You can take as many attempts as you want, but you cannot Take 20 on a Counterspell check. Unlike normal counterspelling, counterspelling continuing effects can require capacity, as per normal rules.

There is also a spell in the Magic discipline which for a DC of 36 will negate any effect of up to a DC of 40, without requiring a Knowledge (Magic) check.

To prevent others from negating your spells you may intentionally raise the DC or cast it as a mixed spell with a Magic component of as high as you want.