Counters and Reactions
A counter is an action taken in response to a successful attack or effect—whether targeting yourself or an ally.
At the time of incoming spells or damage, targets must choose if they will counter, and how.
Counters are resolved first by type, then initiative order.
A counterspell resolves first, then block, then parry, then non-action.
If multiple people choose to counterspell, the first in initiative order makes the first check.
Example: The party is targeted by a successful damaging area of effect spell.
- One player chooses to counterspell. Another Chooses to block with their magic shield. The third chooses to accept the hit.
- The counterspell fails.
- The blocker commits SD, then rolls to reduce the incoming damage.
- The third takes damage normally.
Absorption
- Base physical absorption = Strength modifier
- If proficient in Strength: add proficiency bonus
- Absorption is passive
Note: Common weapons, armor, and shields cannot absorb magical damage
Only magical equipment may absorb magical damage
Block
You may block incoming physical damage by:
- Spending 1+ SD (up to proficiency), or
- Spending 10ft or more of unspent movement
Block Steps
- Roll committed SD
- Add:
- Strength modifier
- Proficiency (if proficient)
- Any Dig In bonus
- Subtract that total from the incoming damage
Magic damage may only be blocked using magical weapons or shields
Dig In (Block or Parry)
Spend 10ft movement = –1 damage reduction
Example:
Incoming damage = 17
You commit 3 SD (roll 10), Str mod +3, Prof +3, and Dig In (20ft = –2)
Total absorbed = 10 + 3 + 3 + 2 = 18 → no damage taken
Parry
You may Parry melee attacks if wielding a melee weapon.
- Spend 1+ SD (up to proficiency), or
- Spend unspent movement (10ft per –1 damage)
Parry Steps
- Roll committed SD
- Add:
- Agility modifier
- Proficiency (if proficient)
- Dig In bonus (if applied)
You cannot parry ranged or magical attacks
Example:
Incoming damage = 17
You commit 3 SD (roll 10), Agi mod +3, not proficient, and Dig In (20ft = –2)
Total absorbed = 10 + 3 + 0 + 2 = 15 → 2 damage taken
Counterspell
You may counter successful spells by committing SD.
Countering Spell Damage
- Spend SD equal to spell level
- Roll a counter check against opponent’s successful check total
- Success = damage is prevented
Countering Status Effects
- Spend SD equal to spell level
- Roll a counter check against the caster's total
- Success = status effect is canceled
If SD spent exceeds your proficiency cap, it becomes a strained check
Critical Counters
- A natural 20 on a counter check results in critical mitigation
- Fully cancels both effects and damage
- Works for countering spell damage or effects
Reactions
Counteraction
Used against untargeted threats (traps, falling objects, magical bursts).
Spend one of:
- 20ft of movement
- 10ft movement + 1 SD
Then roll a stressed check determined by GM
+1 DC per missing SD
Counter Attack
When a creature within 5ft tries to leave your melee range:
- Make a melee attack as a reaction
Cost (choose one):
- 1 SD
- 10ft unspent movement
Counts toward proficiency cap
Cannot counter attack the same creature more than once per round unless specified by an ability
Dodge (Passive Defense)
- Passive Dodge = Agility score
- If proficient in Agility: add proficiency bonus
Targeting Dodge
- Any physical or spell attack requiring line of sight must beat Passive Dodge
Passive Dodge = DC of the targeting check
Ending Status Effects
To end an escapable effect (e.g., Grappled, Restrained, Charmed):
Spend one of:
- 2 SD
- 20ft movement
- 1 SD + 10ft movement
Then:
- Roll 1d20 + appropriate ability modifier (+ proficiency if applicable)
- Beat the DC or contested roll of the source