Welcome to part 2! Still the best. Also Astrid is great for not counterspelling them that one time at Yussa's tower :) ---- No I do not own any of this. This all belongs to Critical Role RU-vid: / criticalrole Twitch: / criticalrole
Matt: “What’s the range on counterspell? Sam: (quietly) “Sixty.” If anyone has the range for counterspell absolutely embedded into their mind it would be Sam.
Lmao I was going in the comments to bring that up! The man has one of the most legendary moments in all of dnd thanks to keeping in range of counterspell
It's THE best counterspell to me, shared with Scanlan's "That's why I got closer motherfucker". I just can't get over the "Nah, she rides bareback reeeeal solid"
Getting to counterspell a counterspell that was counterspelling your friend's counterspell is one of the bro-est moments a pair of spellcasters can experience XD It's like, "I got this! Counterspell!", "No, you don't! Counterspell!", "Oh yes. They. DOOOO!!! COUNTERSPELL!".
I ran into this the other night. My table has a Bard and a Sorlock with Counterspell. I had several casters, and a Necromancer, and it was a friggin blue magic chain of counterspells.
I was playing a bard in a campaign and we also had a wizard, waiting for him to use counterspell, then watching an enemy counterspell his counterspell and immediately counter spelling that second counter spell so the original counter spell went through was both confusing to keep up with at times but was always fun.
@@lucienreles2321 Depends on the DM, because, Rule as Written, a Short Rest can do almost all the same things the Identify spell can do. Unless the GM requires otherwise that is!
@@ChevaliersEmeraude Unfortunately, a short rest will let you attune but that runs the risk of having a cursed item attuned or an item someone else put a spell on that you wouldn't know about
@@hyperbolic3259 True but, last I check, Identify doesn't reveal curses (again, unless the DM says otherwise). They really made that spell dirty, counting on the DM to change stuff around to make it useful...
Tbh, I think countering a counterspell is perfectly legal. If everyone had a reaction and counterspell free, there's nothing saying all characters in a fight can't use their reactions on the same turn
I mean that's perfectly legit and within the rules. You can theoretically have an infinite counterspell chain as long as people with spell slots and reactions are available.
@@kolosmenus Nah it's legal. My groups record is 6 counterspell in one the first turn of combat. (Cleric cast silence on a room of hags. 3 party members knew counterspell and the hags knew counterspell. Silence worked.)
If 2 huge wizarding factions faced each other with 100 mages no spells would be going off since everyone would be counterspelling each other. That would be funny to see.
Liam: Now that he knows we'll use counterspell, he will counter-counterspell. And in turn we shall counterspell the counter-counterspell he readies to counter our counterspell.
That almost happened in a game i was in. One of our group died fighting an Atropol our groups humimoid enermy released when we chased after him through a portal on his island lab. We were may about to revivify and be counterspelled by him due to being invisible but one of our groups summoned creature rolled high perception and attacked him just before we had run the ritual. It was a tough fight and was Clerics last spell slot. Clutch role or we would of been done. He would be off to his Patron the Raven Queen for a second time.
Oh damn that would lose you a diamond too. RAW the spell "fires" but fails, so you lose the slot (and presumably components too). Man that would be soooo dirty. Lots of groups carry around enough diamond to bring someone back or maybe two people. Pop that counterspell and suddenly the choices get a loooot tougher
Matt: What's the range on CounterSpell? You know, as many times as Sam made his, Matt's, life miserable with that spell, you'd think Matt would have remembered every single detail about it. Love that you can see the joy in Sam's eyes, he's having so many fond memories.
There is no spell in the entire game that is more essential than Counterspell. As much as mister Wizard would LOVE to argue, you can go without Fireball.
As fun as Fireball is, it's ultimately just another spell that does AoE damage. Counterspell has nothing like it, except maybe Dispel Magic, but being able to stop any spell from going off at all is still leaps ahead of simply Dispelling something that happens to linger, which most spells don't.
Counterspell is the best F U spell. That feeling of denying the enemy spellcaster the ability to do their one thing. Feels good man. Especially when they're trying to counter your ally's spell and you win the duel. Hell yeah.
there's also the bonkers combo of counterspell+Glibness on a bard or warlock Glib makes your charisma checks 15 at the lowest, and your counterspells are charisma checks which means you just need a +4 to charisma to counter any spell with no roll needed (bards especially with Jack of All Trades since that also applies to counterspell checks) (It's legal, but very obscure which is likely why Scanlan didn't have it)
Casually sweeping in here two years later and screenshotting this for no particular reason at all... Definetely not to remind me for my warlock, nonono 😇
@@sonadowfiend Didn't play that character during Covid lock down. And the DM is stingy with XP. Killed a Chimera last session, got 300xp. Total! He divides the points among players
I haven’t gotten the chance to play too much D&D, but there was nothing quite like the first time I got to tell my little sister (who was my DM), oh but do they cast that? Because 🎶Counterspell!🎶
We have a houserule that counterspelling counterspell a causes wild surges. The extent to which counterspell is overpowered is honestly a weakness of 5e..
Nah, counterspell just adds a new layer of complexity to a fight. It’s a reaction, so each individual with counterspell can only do it once per round. That means you have to decide when is the right time to use it. (See here where Caleb counterspells Eodwulf’s Dimension Door and then Trent nearly gets away with the same spell because Caleb’s already used his reaction.) Not to mention that it costs a spell slot, and that could be a very valuable loss. (See the final fight of Vox Machina and Scanlan’s absolutely heartbreaking choice to give up his 9th level spell to defeat Vecna.)
It's really not. It's a powerful spell sure but I would call it especially OP. It costs a reaction and a spell slot (often a fairly high one if you're trying to make sure you'll succeed). As soon as you add multiple spellcasters to the fight it introduces a risk of wasting it on a less important spell or in basically any fight introduces the risk that you take some serious damage or even go down when you can't cast shield or absorb elements later in the round.
When the DM insists on giving nearly every single plot relevant character access to Dimension Door, the party is basically forced to have Counterspell on every single eligible caster. It's simply not fun when the opponent runs away, and Matt leaned into Dimension Door HARD for this entire campaign. I honestly wish that Arcana Clerics got Counterspell as a Domain Spell, then I'd have it for myself.
The thing about Counterspell is that it’s not good enough to to turn around many fights, especially when the DM has enemies that can as well. In both campaigns it was only used for big game changing spells. Fjord counterspelling was a perfect example of this, he has a couple spell slots and it would hurt him later in a fight. Scanlan had a over abundance of spell slots which is why they were almost always high level. The last fight he only had the 9th left after the previous and Sam was absolutely full of anxiety after he stated that he counterspelled. Caleb seems to usually waits for the last minute to counterspell. Even at the end his focus was on protecting with the counterspell. Now dimension door is a fight ender, I don’t think people really know why the spell is in the game. It’s normally meant to counter and unknown spell, Matt is nice and doesn’t always hide the spells enemies cast unless they are hidden(which are counterspells in 141). There are times where no matter who had counterspell it wouldn’t have worked ie Lucien and Cree’s escape from Mighty Nien’s trap. Only Essek and Fjord had it ready, and I doubt Lucien would have let one of them cast it.
There was this comic books series…”Fables”…about immortal fairy tale characters living in New York City in secret. Anyway, the spellcasters from this story had a thing: a proper “duel of magic” often was boring to see…they would appear to just be standing across from one another for an extended period of time. That was because magic was often subtle; and fighting magic vs. magic was sort of like a battle of wills…each duelist countering the other. That reminds me so much of a Counterspell-chain.
i love spellcaster battles cuz depending on how many spellcaster there are on each side that have counterspell it turns into a stupid game of ping pong
Well regardless its not a high dc for it to succeed. If I'm right, for counter spell to succeed, it must succeed a dc of spell level +10. So 5th level is 15, 6th is 16, and so on and so forth.
I think it's more a case that the DM shouldn't perhaps declare the level if there's someone with counterspell. What you propose would feel super unfair as a player.
i mean, i like the spell, but man it sucks being used on you, in my table i HB so both have to roll spellcasting abilities with bonus of the level casted to see if it works :V
once counterspell is introduced, you have to introduce a different mechanic. in battle, the caster announces they are casting a spell, but does not state which spell. if it is a spell the opponent wants to possibly counterspell, they announce it, and do an arcana check to recognize the spell. if they do not already know the spell, or fail the check, they have no idea WHICH spell is being cast. they can still decide to counterspell, but once its done, its done. the initial caster then announces which spell is being cast. their opponent may end up countering a spell which is unimportant. there is some honor system required on the part of the initial caster, they cant start casting the spell then change it mid cast if its countered.
Yup that's how it's supposed to be! I like to use spell cards, so I can hold one up and if it goes through, place it down, that way there's a little less room for "shenanigans" of counterspelling stuff
I have few other Vox Machina related videos? spoilers tho. if thats what you mean Or do you mean just lovm? Cause Amazon studios keeps giving me a strike or tells me to remove when I try uploading something. I don’t want to keep putting “watch on Amazon” in big letters. Doesn’t look pretty
@@nightrat42 Firstly, counterspelling a counter spell makes no logistical sense. If a normal action spell takes let’s say 3 seconds to cast on a round, then it takes another faster 1.5 seconds to counterspell that spell, then ANOTHER caster counterspell that counterspell, which would take 1.5 seconds as well. But that means the first counterspell would be completed by the time the second goes off, so it just shouldn’t work. On top of that, up casting the spell doesn’t make sense, you have the same odds of stopping a 6th level spell if you cast counter-spell at 3rd, 4th, or 5th level. On top of all that, the caster level doesn’t play any influence into that, meaning that a high arch mage like Trent could cast a 9th level spell and have it counterspell by a 5th level nobody in his class just because he rolled well. It also just takes away so much fun from casters because once everyone is counterpelling all over the place, barely anyone actually gets to cast anything.
@@RoyBoyRULEZZ I think you're nitpicking on the time issue. The moment you see that hand start to rise, you're going to start your own incantation because you know what's coming. Nine times out of ten, you're both going to finish your incantations at the same time and your enemy's Counterspell will fizzle. Now, I don't know what the actual spell of Counterspell is supposed to look like, or if there even IS an established canonical physical representation of the spell (my guess would be no), but based on how Matt describes it, there's some time between finishing the incantation and the spell reaching its intended target and taking hold where Counterspell can be Counterspelled. So even if you were to finish your own incantation .2 seconds after your enemy, you would still Counterspell the Counterspell because they would just meet in the middle like Trent and Caleb. I would also like to point out that Spells of the same Speed Class have always been able to counter each other in gaming since time immemorial. It's not supposed to make "logistical sense." It's supposed to be a gaming mechanic for balance and fun. Think about it this way: How unbalanced, unfun, and broken would Counterspell be if it was uncounterable? As far as being able to Counterspell a Level 9 with a Level 5, that's just part of D&D and RNG. That's one aspect of why D&D is so much fun and watchable: Because there's always an opportunity to make the impossible possible.
@@RoyBoyRULEZZ On the subject of caster level, it doesn't affect your counterspell because it doesn't affect basically anything in 5e. The only effect the level of a caster has on their spells is that their damaging cantrips do more (and that's not based on your spellcaster level, a character with 1 level in wizard and 19 in barbarian is a 1st level spellcaster but their cantrips will be those of a 20th level character)
@@mollymauktealeaf yeah I know why the spell is the way it is, but i still think it’s poorly designed and don’t really think “we’ll they designed it poorly with this thought process in mind is really much of an excuse for it. And as I write this, I’m realizing that while they don’t directly reference spellcaster level in the use of spells at all, that’s not even fully what I meant earlier, they just as easily could have used the casters Spell Save Dc or something like that to represent the target number and that probably would have fixed many of the issues tbh. From there, maybe at a +1 to the roll for each spell level used to cast it over 3rd or something like that, maybe make it each 2 spell levels used to cast it over 3rd if that seems like too much. Idk, this is just spitballing, but it’s make the spell a lot more dynamic and strategic in design than it currently is and make it generally make more sense.