Which classes can Counterspell:

  • Wizards
  • Sorcerers
  • Druids
  • Clerics
  • Favored Souls
  • Warlock

Rangers and Paladins are not included because of their limited spell lists.

A DM might also give the basic Counterspell feat upon request.


The Counterspelling Mechanics

'Modes' - Counterspelling requires that you select Counterspelling feat, target the enemy you are trying to defend against, and set them hostile (assuming they aren't already). Reactive Counterspell alleviates this problem by not requiring you to select your target. You are, in essence, targeting everyone around you, though your targets still need to be hostile. Reactive Counterspelling only allows you to counter one spell per round. Epic Counterspell allows you to counter any number of spells per round.


1. Identify - In order to counter an incoming spell, you must first identify the spell being cast. There is a spellcraft skill check each time a counterspell is attempted.


The identification DC is:

Spellcraft Skill (modified value) + d20 versus 15 + incoming Spell Level (+4 for Quickened (unless Improved Quickened), +3 for Maximize (unless Improved), +2 for Empower (unless iImproved), and +1 for Silent, Still, or Extend metamagics; multiple metamagics (like if you're auto-silencing a metamagicked spell) can stack for the purposes of increasing the DC)


2. Countering - Counterspelling has an order of preference.


The preference goes like this: Same Spell ---> Natural Counter ---> Dispels

With the Improved Counterspell feat, the preference is: Same Spell ---> Natural Counter ---> Higher Level Spell From Same School ---> Dispels


Example (using basic Counterspelling): If an aggressor casts a Bigby's Crushing Hand at your PC and your PC has both a Bigby's Crushing Hand and a Mordenkainen's Disjunction memorized, the Bigby's Crushing Hand will automatically counter the spell (and be "used up" from both PCs). A Natural Counter is when direct opposite--such as Haste and Slow spells--will cancel each other out. If your PC would not have a Bigby's Crushing Hand memorized, and if said PC has neither Improved Counterspelling nor a Natural Counter spell memorized, then Counterspelling would default to the highest level Abjuration spell for best success rate (see Dispel section below).


The Dispel DC rolls are:

Aggressor (Caster Level + d20) versus Defender (11 + Caster Level (+2 with Arcane Defense: Abjuration feat))


  • Note: Dispel spells have CAPPED Caster Levels, as shown below:

- Mordenkainen's Disjunction has no caster level cap.
- Disjoin Magic has no caster level cap.
- Greater Dispel has a caster level cap of 20.
- Wall of Greater Dispel has a caster level cap of 20.
- Devour Magic has a caster level cap of 20.
- Dispel has a caster level cap of 15.
- Wall of Dispel has a caster level cap of 15.
- Voracious Dispelling has a caster level cap of 10.
- Lesser Dispel has a caster level cap of 5.

For example: An aggressor with CL 30 against a defender of CL 30 using a Greater Dispel for counterspelling would be: 30 + d20 *versus* 11 + 20 (+ Feat mod if available).


Tactical Considerations


'Dispels' - The dispel that is chosen for counterspelling is based on the success rate. Whenever the chance of success drops below 75%, the next highest available dispel is used instead. In the case of greater dispel, this happens when your target is greater than caster level 15. Therefore if your target is caster level 16 or higher, mordenkainen's disjunction will be chosen for the dispel check, assuming it is memorized.

'Spellbook Flexibility'- Improved Counterspelling allows greater flexibility. In the event that a caster doesn't have the same spell memorized, a higher level spell from the same school can be substituted. For example; an aggressor casts Bigby's Interposing Hand. You don't have Bigby's Interposing Hand (level 5) memorized, but you do have Bigby's Forceful Hand (level 6) memorized. The Bigby's Forceful Hand will automatically counter the spell. It is good to keep several common spells memorized as well as several high level dispels.

'Spell Mantles and Spell Turning'- Spell Mantles can be used in conjunction with counterspelling. In the event that you fail to counter a spell, you will be able to fall back on spell mantles and buffs for defense. This combination makes it very difficult to harm the counterspeller with spells; particularly because even dispels can be countered which leaves your buffs in tact. This same principle applies to Spell Turning.

'Mastery of Counterspelling and Spell Turning'- These abilities allow you to turn your defense into your offense. If you succesfully counter an incoming spell you can turn it back upon the caster. This only works with targeted spells though. It does not work with RTAs, AoEs, dispels, or "effect" spells. Still, there are a host of spells which can be very dangerous which can be turned including Bigby's, Flame Arrows, Magic Missiles and Magic Missile Storms. If you're facing a counterspeller don't use these spells. If you are the counterspeller you're hoping your enemy is dumb enough to use them.

'Going Offensive'- The counterspeller can choose his moment to go on the offensive. Keep in mind that any time you cast a spell you cannot counterspell for that round. So if your opponent manages to breach your defenses and you feel it is necessary to put up a spell mantle, be aware that you cannot counter for that round. A good strategy is to wait for your opponent to use up his most potent spells, then strike at him when he is at his weakest with an offensive spell combination.

'Attrition'- It is possible for a low level caster to force you to use up your high level dispels by casting lower level spells at you while in counterspell mode. If you see an enemy doing this it is best to go on the offensive immediately before he weakens you too much. There is also the possibility that your opponent has more spell slots than you, which means he can wear you down and win in the end. This is particularly important if you're facing bosses that spam lots of high level spells or sorcerers, whom have more spell slots than a wizard.

'Spell-Like Abilities'- Spell-Like Abilities can counter other spells in the same way that any other spell would.

'Epic Spells'- Epic Spells can counter each other if they are identical. (i.e. Vampiric Feast negates Vampiric Feast and Greater Ruin negates Greater Ruin). Dispels can also counter them. [This option has been enabled as of March, 2023]