<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">And here's the move for Counter Spell!<br/>Code: [Select]<br/>Counterspell (CHA)<br/>When you counter a magical spell as it is cast, roll +CHA. On a 10+, choose 2.<br/>On a 7-9, choose 1:<br/>• The spell deals no damage.<br/>• The spell's effects are superficial and temporary.<br/>• You take +1 forward against the caster.<br/>• Use Black Magic against the caster immediately, even if you don't have the move. You don't need to specify a Range tag.<br/><br/>So basically, if you aren't in the middle of doing something else, you can roll and choose just like it says!<br/>You can stop them from damaging someone directly<br/>Get rid of or severally dampen the effects<br/>Roll with a +1 next time you effect them<br/>Immediately damage them with Black Magic. Black Magic is another Mage playbook move that does damage!<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Right got that written out on my character sheet.  What I needed was when to use it. :)  Which means I need to post after the GM post so that I can counter anything an NPC/villainess does.<br/><br/>If Mirwen had been standing next to Tem and Scarlet, could she have stopped Scarlet's magic from getting out of control?<br/><strong>Example 1:</strong>Scarlet rolls 5 and things are going out of control.  Mirwen feels Scarlet losing control of her magic and succeeds on a Counterspell to stop the fire from getting out of control?<br/><strong>Example 2:</strong>Scarlet rolls 5 and things are going out of control because villainess cast a spell through Tem to Scarlet to cause the lost of control.  Mirwen feels the spell affecting Scarlet, casts Counterspell and counters it, stopping Scarlet from being affected and keeping the fire from getting out of Scarlet's control?<br/><br/>Oh small change I want to make to Casting a Spell Action to more align with Wild Magic:  Basically on a 7-9 the unforeseen side effects is guaranteed instead of being a choice. :)<br/><br/>Cast a Spell (CHA)<br/>When you weave a spell to help solve a problem, describe it and roll +CHA.<br/>Spells cast this way can never deal damage directly. On a 10+, the spell certainly helps, but choose one.<br/><strong>On a 7-9, the spell takes effect, you choose one and your spell has unforeseen side effects, and might draw unwanted attention.</strong><br/>• Your spell won't last long - you'll need to hurry to take advantage of it.<br/>• Your spell affects either much more or much less than you wanted it to.<br/>• The casting saps your energy. You take -1 ongoing to CHA until you have a few minutes<br/>to clear your head.<br/>On a miss, something's gone horribly wrong. Your spell may well have worked, but you will regret casting it.