Spells of MTG in D&D: Counterspells Part 2

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Counterlash
6th-level abjuration
Casting Time: 1 reaction, which you can take when you see a creature within 60 feet of you cast a spell.
Range: 60 feet
Components: S
Duration: Instantaneous

Classes: Sorcerer, Wizard

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell is of 3rd level or lower, its spell fails and it has no effect. If it is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If a spell is countered in this way, you may immediately attempt to cast a spell that you know, at the same level as the spell that was countered. To do so, make another check using your spellcasting ability. The DC equals 10 + the level of the countered spell. On a success, you may immediately cast a spell at an equal level to the spell that you countered, provided that you have the required components for that spell, and that it can be cast as an action.

For counterlash, I felt that the design should be weaker than counterspell cast at the same level, so as to counteract the potential very high power of the spell immediately letting the caster cast another spell. For the same reason, I included the additional ability check to contain and redirect the spell’s power.

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Cryptic Command
6th-level abjuration
Casting Time: 1 action, or 1 reaction, which you can take when you see a creature within 60 feet of you cast a spell, or when a creature makes a melee attack against you.
Range: 60 feet
Components: S
Duration: Instantaneous

Classes: Wizard

When you cast this spell, choose two of the following effects:

  • Counter

    You attempt to interrupt a creature in the process of casting a spell.

    If the creature is casting a spell is of 4th level or lower, its spell fails and it has no effect. If it is of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

  • Rebuke – You attempt to blast an attacking foe away. One creature within 10 feet of you must make a Strength saving throw. On a failed save, the target is pushed 30 feet away from you and falls prone. On a success, the target is pushed 15 feet away from you. This movement does not result in opportunity attacks.
  • Fatigue –  You cast the spell sleep at 3rd level as a part of this spell, without needing to expend an additional spell slot. This does not count as you casting an extra spell.
  • Prepare – Choose one spell that you know, but do not already have prepared. You may add it to your list of currently prepared spells for one minute, or swap it with one of your currently prepared spells.

I really wanted to design this core piece for a blue mage’s spellbook, and the variant effects, though differing in power, can either be used at any time, or only activated at different times, as well as each having uses in different situations. Counter will keep back an enemy wizard, rebuke will knock back a charging dragon, fatigue will save you against a group of orcs, and prepare will let you ready spells like feather fall for a clutch rescue.

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Mana Drain
5th-level transmutation
Casting Time: 1 reaction, which you can take when you see a creature within 60 feet of you cast a spell.
Range: 60 feet
Components: S
Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard

You attempt to interrupt a creature in the process of casting a spell by draining the magical energies it is calling on. If the creature is casting a spell is of 3rd level or lower, its spell fails and it has no effect. If it is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. If the spell is successfully countered in this way, make

an ability check using your spellcasting ability. The DC equals 10 + the countered spell’s level. On a success, you manage to capture and contain the countered spell’s energy. You regain a spell slot of a level equal to the level at which the countered spell was cast, or if that is not possible, you regain an expended spell slot of the highest level you can under that of the countered spell.


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Render Silent
4th-level abjuration
Casting Time: 1 reaction, which you can take when you see a creature within 60 feet of you cast a spell.
Range: 60 feet
Components: S
Duration: Instantaneous
Classes: Warlock, Wizard
You attempt to interrupt a creature in the process of casting a spell by draining the magical energies it is calling on. If the creature is casting a spell is of 4th level or lower, its spell fails and it has no effect. If it is of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. Creatures cannot take reactions in response to this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

The identifying feature for this spell is that reactions can’t be taken against it. Other than that, it works as counterspell cast at 4th level (or above), but at the cost that it doesn’t have the advantage that counterspell can be cast at a lower level.


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Countervailing Winds
1st-level abjuration

Casting Time: 1 reaction, which you can take when a creature makes a ranged weapon attack or ranged spell attack against you, but before the attack roll is made.

Range: Self
Components: S
Duration: Instantaneous
Classes: Druid, Sorcerer, Warlock, Wizard

You divert a sudden gust of wind to deflect an enemy’s projectile. The creature making the attack must make a saving throw with the same ability score it is using to make the attack. On a failed save, the attack misses. On a success, the attack roll suffers disadvantage.
     At higher levels. When you cast this spell using a spell slot of 2nd level or higher, it affects all ranged weapon attacks and ranged spell attacks made against you until the start of your next turn.

While not a counterspell in the traditional sense, I wanted to design this as a spell capable of countering ranged attacks, both from spells and nonmagical sources. It’s mechanically similar to warding wind, especially when cast at 2nd level, and can be upkept in a similar way (for a shorter duration), and affects spells instead of having the other effects of warding wind.


You can find more of my spell designs here!

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