@@jamescampbell2353 Just imagine being a wizard _without_ counterspell that fights 1v1 against a wizard that only uses counterspell and banishment. Except that wizard has more spell slots than you. At some point you run out of spells and then they whip out their fireballs and kill you. Or just make you die of old age aka milling you to 0 cards. "Counterspell" is an existing blue card in that game.
The difference between Counterspell and Dispel Magic is like this: With Counterspell you see a dude casting a spell and you say 'no' With Dispel Magic you...see something that maybe might be magical, and you ask the DM if it's magic, and make an arcana check to see if it's something you CAN dispel, then you cast it and hope.
Counter spells is like your mother, telling you no when you try to turn the computer Dispell magic is like your dad, it sees you using the computer and pulls the electrical cord
I flew up(protector aasimar) while someone casted fly on themselves flying towards me. I just keep dashing upwards while he follows me. I cast dispel magic on him as he fell to his death
Jacob's description of two wizards fighting by denying each other's magic feels really close to magic battles in Eragon, where wizards exist to fight other wizards and just have mind battles until one twitches and explodes.
Mage armor is lvl1 isn't it? Counterspell is... 3...? Far better spell economy just recasting it. Sorcerer: I use quickened spell, so it doesn't use my action.
@@jonumine6250 Well, presumably, you'd use Dispel Magic to remove _all_ of their lower level buffs, so Mage Armor would be just one of the effects removed.
@@CrizzyEyes Well presumably, you have read the spell discription and notice that it uses the singular form spell, not the plural spells. Higher cast just ups the lvl it dispells without saving throw. Hence you can not dispell multiple spells with one cast. And yes, using this spell can be frustrating, that is it's point, to give you an advantage, or negate a disadvantage, by manipulating the oppositions active magics. Honestly, the fact that it seems Jacobe didn't read the spell discription well enough, is more of a shock to me then anything else. It does not dispell creatures. It specificaly says, dispells spells, on the TARGET. Which can be object , creature or an existing magical effect itself. Then it removes one, and ONLY one spell. It is not vauge, and 5e does differentiate between speels, and spell like effects, and such. Sure you can get into semantics, but that is not as it is written. Then again you can also say that by your house rules, things are different, but thats another thing . While Jacobe explores another intresting concept, reigniting magics, that is imho very different then dispell magic. Honestly what would be an intresting but very high lvl spell ( 7 or 7+ ) is one that disables magic items or one that reignites them.
Your beginning skit is actually quite a convincing argument FOR dispel magic, for me. I love dispel magic for a few reasons and all of the problems from that skit are DM preparation problems. Do something simple. Make it such that the gem requires multiple castings to shut off, with the first ones simply stunning or deterring the elemental in some way. The reason this makes sense is just saying that the gem works by having many different effects on it. For example, the first casting on the stone will stun all of the little stone minions, the second casting will break some kind of binding ritual for the elemental and the wizard shouts “you fool!! You’ve freed the beast from its constraints! You’ve doomed us all!!” Enter phase two of the boss fight, where the elemental shoves the stone into his chest and wizard joins you in the fight to stop the elemental, and perhaps is even killed by it. The stone has AC 17 and 15 (6d4) hit points. If the elemental takes 20 points of damage during a single turn, the stone is exposed through a hole in its chest. Only then can it be dispelled (DC 17) or attacked. If destroyed or dispelled, it crumbles to pieces and the elemental dies. The end. Have a little celebration. This spell is not a problem for a prepared DM.
Conversely, wouldn't a smart enough earth elemental just coat its weakness in lead? Always hearing about Lead blocking Divination and certain Conjuration spells, why can't it work on Abjuration?
XP to Level 3 I just ran it for the session I had tonight. My players loved it. Immediately after felling the beast, the downed players’ turns came up (2 of them went down during that round). The cleric had to choose which to save first since they were both making death saves. The barbarian rolls a 2 and the rogue succeeds (don’t remember the roll). The cleric saves the rogue with a spare the dying, and then goes to help the barbarian. Barbarian’s turn comes up... nat 1. Pagith, the Goliath Barbarian was dead. The cleric touched the body to lift it to safety with spare the dying, but couldn’t find its spirit within. He was gone. Commence an hour and a half (real time) of role play, funeral services, and sniffling party members and a very excited barbarian player who just got to die in the most badass way he could’ve imagined: fulfilling his duties of protection to the party, holding back the arm of a stone titan which was driving him into the dirt. He died a hero. He had a huge grin on his face during the whole scene, right up to his death and burial, where he was buried with a coyote pelt and his maul. The cleric is a depressed alcoholic now, though, because she is convinced it was her fault. Everyone took a day of downtime to grieve after this. It was pretty easy to work into my campaign, since there was already some shady stuff going on with the Empire’s researchers, and they planned to recreate the titans from the ancient age. I just introduced the idea that one had succeeded in creating a titan, and it was held by a binding ritual in the gemstone to keep it from becoming too powerful. The cleric plunged that spiritual weapon deep into the chest of the titan, though. Stupid crystal didn’t stand a chance.
Yeah, the wizard could imbue it with the property that whenever someone attempts to cast dispel magic it casts counterspell? Kind of like Hallesters nodes that cause a random effect to happen when they travel through portals in his dungeon.
Subtle spell meta magic effect.....hmmmm it seems if you cant see the somatic, or verbal components you cant, Counterspell a spell.......hmmmmm.........interesting.........
@@aliveyetundead seriously though lmao, i had a game where we were doing a boss fight vs against a homebrewed cr 20 something caster, and 3/4 of our party were spell casters. That was one helluva counter spell fest lol
@@aaronwilliams8887 tbh, I really wish abjuration wizards got buffed. The ward specifically. Let me be the party tank on a d6 hit die dammit! Yeah, I know, that'd be too much for our precious game balance, but I can dream.
Kathryn Rovito I’m a DM and one of my players plays an abjuration wizard AND he’s a dwarf, so he can wear medium armor. He saves all his level one spell slots to cast shield, so most of the time his armor class is functionally 21, and honestly it’s great. I just up the challenge of all the encounters and that’s fun for me.
@@chrizzle45 dwarven wizards are the best, that's so awesome. I once had my group of 6 play a team of 4 barbarians, a paladin and a cleric, so I always bumped up the CR by 2 when I built encounters for them. Good times, the bunch of maniacs.
"If only there was some kind of re-ignite magic!" "What, you mean like casting the spell again?" Generally, whatever made the magic you dispelled can re-make it via the same process. Anything fancier can't be dispelled.
I think he means more of if something has been dispelled then you can cast this re-ignite magic as a 3rd level spell and automatically reignite the spell if the slot matches or is higher than the slot used to dispel it and a check if the slot is higher. I still don't agree with most of the video but just clarifying what he meant.
Well this could be a cantrip or low level spell "reinvigorate magic" which allows you to reactivate magic within a short period of time after its been dispelled.
Just do the same back, Who wouldn't want to see a battle of counter spell, Just 3 rounds of players and enemies successfully bouncing counter spells back and forth.
That's the title, but then the video itself is "I actually think Dungeons and Dragons is a good *concept* but I don't like how it's executed currently."
Not enough dungeons and why dragons?? Dragons are too big for dungeons Also spellcasters are too hard Also human fighters???? Also I hate bard their loud Sorcerer and warlock need more stuff And I hate elves
So we're gonna just ignore how badass the whole golden-dirt-elemental idea sounds? I've never seen a gold elemental before, like straight-up made out of magic gold
@@chrisstoltz3648 Thing is, when you go down to a purely periodic basis for elementals, most of them are effectively walking hunks of silvery-grey metal. Sodium elemental probably sounds like "Salt Elemental" on paper but on an elemental level, it's metallic. That's not even getting into the radioactive terrors of Uranium and Plutonium Elementals.
Starfinder has Neutronium Golems. Look it up, those things are cool as hell, especially since the substance is actually real, albeit inaccessible to us in real life.
"I misunderstood the description of dispel magic and now think it's OP" If I recall correctly, dispel magic was even nerfed from earlier editions, but with your interpretation of the description, I'd be using it all the time. It used to be able to do all the things you talked about, suppressing magic items, etc, but that was stripped out
@@yeetybo1 the issue isn't about entertainment but about quality, he just misunderstood the spell and thought it was broken af and made a video about it, if he gonna make the effort to make a video, better do something actually good
@@gantzplayer.n.m4410it's just what DND UA-camrs do In the dungeon dudes video they say that religion is a better history check and don't understand the difference between investigation and perception It's just what happens
In my head, dispel magic and counterspell is like a jamming spell that wrecks your opponent's magic and render it useless. You don't need to completely understand your enemy's complicated manipulation of the weave and just jamm his arcane energy with interference to make the spell fails.
More or less how you dont need to understand programming in the real world to break a software. You can do it by some really simple shit like using a copy-pasta that Apple cant read and just crash.
That also may explain the "revitalise magic" thing that was brought up here: ypu may have tied up the weave, but without knowledge of the spell you can only jam it enough for it not to work, not reverse its whole existence
"there's no spell in the game that can counter dispel magic!" . yes, completely broken . . .if only there was a spell wizards could cast...as a reaction...to counter another spell being cast...some sort of CounterSpell. . .but alas. . .
@@nyblller9785 Technically not, since Counterspell is a Reaction, and, assuming that we're in combat and the first Wizard casts Dispel Magic on their turn, said Wizard cannot cast Counterspell since not only has he already taken his action to cast Dispel Magic, you also can't take Reactions on your own turn.
@@nyblller9785 Actually, looking into it, I was wrong. You very well could do that, Prophet Crawford said so himself. You can indeed take reactions on your own turn. My mistake.
@@nyblller9785 true but if you counter the counter and yours is lower lvl you have to role it, assuming you succeed you have to role again for the dispell part. So trying to get 1 dispell off is at least 2 third level slots, and depending on if someone upcasted and 2 d20 roles.
That happened one time, and the BBEG depleted his spell slots and the DM lamented he wanted to do cool stuff with it. He had another spellcaster that could have burned our spellcasters' slots instead.
It's more a question of world logic: why can you dispel some magic, but not others? Shouldn't dispel magic create *some* kind of problem for a magical creature? It's like having a world where fire can only either burn things, or fail to burn things, no heat otherwise involved.
@@bubbasbigblast8563 No, Dispel Magic specially dispels spells. It pulls apart the threads in the weave. You could possibly dispel the summoning of the Elemental, but you can't just turn it off
@@the_rose_garden01 The point is that *something* should logically be happening to it though: like, it should get hurt, or have an allergic reaction, or laugh...but it just kinda shrugs dispel off instead? As an example, Finger of Death used to do damage even if it didn't kill, because it's still logically doing *something* deeply unpleasant to the target; dispel should be the same for magical creatures, but instead, nothing happens, and there's no clear reason why that should be the case. It's hard to extrapolate just what it can do when all you have is a flat "it does this and nothing else" kind of description.
right? why a reingnite a spell? you can cast the spell again , i just say just an action as a casting time is what make it a little (not a lot) broken. maybe changing to 2 mins X spell level or make a percentage roll to make it work on a action could make it more balanced
I think the point is made to fix situations like a wizard that passes by dispels the evil lord's huge barrier for which the evil lord had to spend 1000 platinum pieces and a week of preparation. If I casted Simulacrum and someone dispelled it the moment my copy joined the fray, it would piss me off reeeeally badly, because most likely I couldn't afford a second cast, for a lack of time during a battle or a lack of materials once outside of said battle. A reigniting spell could save the day if the only things required were an action and to cast it with a spell slot of a level equal or superior to the level of the spell to reactivate.
@@filosfilos4572 As a BBEG, yeah I'd be miffed if a wizard came and dispelled my level 9 ancient imprisonment and let forth my nemesis. As a DM, that's hella dope seeing my players successfully land dispel magic on my imprisonment. Reminder: Dispel Magic is an ability check (no proficiency bonus) equal to 10+spell's level, which is 19 in this instance. Meaning the wizard would have to roll at least a 14 OR spend a 9th level spell slot to dispel this magic. I think that's pretty cool.
@Damon Rofocale I don't see it as a warlock spell, it has to do with the nitty gritty of magic so it would make more sense to be a wizard and sorcerer spell, maybe cleric or artificer. Even casting the same spell twice is expensive for a warlock, but it could help you with once a day use spells from invocations, I guess, maybe, I dunno.
"If only there was a diametric opposite version of Dispel Magic! Where the spellcaster, like, re-imbues something with magic!" That exists, Jacob. It's a spell called Cast The Spell Again
Yeah, but in general when you start an encounter your Wizard boss should have the spells and wards *already casted on*. Wasting time on recasting the wards not only limits its efficacy at dealing damage to the players, but also means your wonderful boss can get one shot before the player's first turn ends. The solution IMO is counting on the players using it, not limiting the spell. You can make something trigger if the spell is casted, that can add another layer to the encounter.
@@TheBayzent 1. A wizard can never be a boss alone. If the fighter ever reach that wizard, its 15 AC and 45HP is not going to prevent his +10 to hit. You can't have a solo boss against a party. You need a group or make that boss OP as fuck. 2. If the players spend time casting dispel magic to remove an effect. That is the same as spending a turn to attack as it cost and action. I also think it is horrible for a wizard to not use counterspell when they try to dispel magic. 3. There is no need at all to limit the spell in some way or add some extra effect to punish the players (not what you said, but is in effect). If you use a Wizard as a boss and ONLY a wizard, you are an idiot if you think that is going to be a good fight. All of the problems that have been brought up is nothing but poor planning. The spell isn't wrong in any way. It is just the DM can not plan well enough.
The issue is dispel magic takes 1 action to end EVERYTHING there ... where as "cast the spell again" only costs 1 action and 1 spell slot if one spell was cast ... if someone has like 10 spells one from each 9-0 cast on them and someone dispells at 9 it ends... everything with no counter for ONE spell and ONE action and can be upcast to ignore the check. I ... do feel that there should be a counter to it so that if someone has a boatload of effects on them a single dispell doesn't take away EVERYTHING ... but I also feel that pulling everything back at a lower level spell now has opposite issue...
The spell isn't really confusing or vague: Targeting: "Choose one creature, object, or magical effect within range." Effect: "Any spell of 3rd level or lower on the target ends..." If you suspect that a creature has a spell on it, you can cast Dispel Magic and try to end that spell. If you suspect that some weird thing you see is a spell, you can cast Dispel Magic on it. They have to specify it this way because something like a Wall of Fire is neither a creature or an object. Likewise, it can't say "you target a spell", because that's nonsensical--can you target a scroll? A spellbook? Those are *spells*, but they are not effects which can be dispelled. The purpose of the wording is to allow the spell to be targeted against anything which *might* have/be a spell, even if the caster doesn't whether a spell is involved or not. And if you don't want your BBEG wizard having all his effects dispelled, then it seems like that oh-so-dumb Counterspell suddenly comes in *real* handy.
@@user-db2uj9vc7s Then you need a henchman nearby who also knows Counterspell. I remember one session I was in years ago, where most of the party had access to Counterspell in one way or another, and we were surrounded by enemies who *also* had Counterspell. It wound up being a conga line of "Nope!" when my bard tried to cast Teleport to get us all out of there.
"f you suspect that a creature has a spell on it" or you could just ritual identify, it tells you if a creature is being affected by magic, and what spell.
@@ARIES5342 Except that in 5e, smoke powder is literally powered by magic and alchemy. I dislike it when people go "Well in the REAL WORLD...". Just...stop. It's like the one greentext story I read where a player went into a frothing rage outside of character because he made his character a hardcore Atheist (not "I forge my own path regardless of the divine", no the character didn't believe that the gods exist at all) and another player Charm Person-ed his character into reciting a prayer so that the LITERAL GOD OF THE SEA didn't TPK them while they sailed on a boat dedicated to said god.
its is ingredients put together, aka like component costs of a spell, that produce a MAGICAL effect as if it was a SPELL that makes sense, but Gunpowder or some other effect that caused by NON magical methods would be considered a Spell LIKE effect that is NOT a spell thereby not able to be dispelled or counter spelled. This is definitely confusing but to put simply does it produce an effect that requires it to be artificial created effect via MAGICAL means? Or Is a Naturally caused magical effect that is innate to the means of which it is done (spell LIKE effect but NOT a spell) aka Artifical magic (wizards/casters) or Natural magic (aka dragon breaths fire at target)
If you shoot a gun, but instead of powder you use magical powder, will the bullet be dispelled by dispel magic? No? So magic explosions do not mean the thing it is exploding is magical. What makes the Smoke Powder go boom might be magic, but the smoke it creates is not.
@@thevoidcritteredit: it seems i am wrong and you can counter spell while casting another spell i still believe this should be allowed but a dm and the players sould be warry of abusing this as it is inherently powerful as it is a spell which leaves you ahead in action economy. why tho? imo it is a valid use of resources as you have 1 reaction and probably dont have an infinte amount of spell slots. also couldnt you not cast it to protect your one spell becuse you can only cast a seconed spell if it meats some requirement and can only concentrate on 1 spell at the same time and since your first spell didnt resolve you lose it.
you can't counterspell a counter spell directed on a spell you are about to cast cause : 1. casting counterspell will end the cast of your original spell therefore countering it indireclty still consuming the spell slot 2. in your turn you cannot take reaction 3. in your turn you cannot cast 2 spells unless one of them is a cantrip with casting cost of a bonus action action
Also, it's not unreasonable to say high level wizards have access to a "sealant" kind of spell that prevents dispel magic unless cast with a Nth level slot (9th in the case of important effects, like portals, levitation stuff, animated stuff, etc). I *think* permanency in 2e used to work that way but don't recall.
I know, right? I understand not being ready for every single scenario, but Dispel Magic is such a commonplace spell! Even in RP, any wizard would be aware of dispel magic when prepping something. Fragile as they are, their lifeline is their mastery of "being ready for anything", after all.
@@chaincat33 You are correct, for sure! I must say, though, as a DM I find I need to add/modify/remove a lot of things that aren't 'baked in', so to speak (As long as you have consistency in your world). Dispel magic is just one of those things. I can see how it's annoying to have to address it, though.
In "Space D&D" we can. We have a totally different magic system though. It runs on arcane energy. And if the magic rock is close to enough to chaos attacks, it loses arcane energy from that. At like -50 arcane energy, it dies. Counter spell the counter spell (counter spells cost like 10 energy per modifier of +1 to resist DC, base 14), and/or resist the counter spell (which costs 25 per +1 to your resist check, until it JUST got rebalanced to 15 per). Arcana wars involves baiting each other into spending more energy than necessary into resisting counter spells or using more energy on a counter spell than is necessary by using a spell as bait, monitoring the amount of casting time each caster has, and trying line up opportunities to do short spells when the opponents are all casting multi turn things and don't have the time to counter spell you, or so you can counter spell one of them without them counter spelling your counter spell. It makes my head hurt a little.
"-Wizards could be denying them and remaking them and denying them and remaking them and then empowering them-" Isn't that just Cast spell,dispel magic, cast again at a higher level?
I think the idea is it could reignite multiple effects, say mirror image and fly that were dispelled by the same dispell magic for like a 3rd level spell slot or something, which is fewer actions and less spell slots than casting both of them again
@@blazitty8467 Dispel magic still uses an action and a turn. Don't want to loose all the buff you have placed into a single fighter....Don't put all your eggs in one basket.... It's a perfectly balanced spell, and while a little frustrating for DMs/Players at times, its nothing a little DM preparation, and Player metagame/Powergame restraint can't fix. If your parties Wizards dispels every magic thing they see, then start making them dispel things that keep them safe. i.e magical wall that has a boulder behind it. THey think its a trap, dispel it, and NOW its a trap....
let's see, we could either go through the trouble of casting the same spell again or use a lower level, faster, cheaper spell it might not even need to be a spell, it could be an exclusive ability or some shit
I'd imagine that casting a reignite magic spell could also power up effects that haven't been despelled. As if you had cast the original spell at the level of the reignite
Jacob: *houserules a spell in a way that is provably not in line with RAW* Also Jacob: 'wtf why is this spell so broken' you might also try not being a FILTHY MAGIC USER who relies on magic in the first place
@@michaelkeha That's not how that works? Lmao When you cast it, it either dispels the same level that it was cast at, or you have to roll. If you roll and hit the DC, it's dispelled. If you want to have a big brain, tell them it's not a spell that's causing it, rather a spell-like ability or a supernatural force. Neither can be dispelled.
You seem to be complaining about a non issue. I see no reason that a prepared encounter would be ruined by this spell unless you had only one 3rd level spell protecting against the party from shortcutting the encounter. In which case as a dm you deserve what you get. When the party enters a dungeon or lair or something the BBEG had plenty of time to prepare. Whose to say he didn't upcast that glyph of warding to a 9th level?
I ran a session where the bbeg DID upcast glyph of warding to the ninth level... multiple times... (he also had about 8 other glyphs, some of which they avoided, but most were dispelled) and the wizard just went “dispel magic” “dispel magic” “dispel magic” and got rid of them all, then counter spelled the bbeg into oblivion... it was not enjoyable for me as it was not a challenge at all. One player essentially nullified everything about the entire climax of the campaign because of a third level spell he could essentially spam at lv 15. I should also specify this was the bbeg’s house essentially, where he housed his most precious things... and while he was technically there, he did not have line of sight and therefore couldn’t counter spell it. While I do not believe it should be “uncrackable” it definitely should not be able to be done in a single action, perhaps if it took upwards of a minute for them to dispel it I would be less salty about the experience
@@joshuathompson7663 That's a load of bullshit. So this player kept on casting dispel magic at the lowest levels and kept on rolling a 19 or above on the ability checks he'd need to roll to dispel a 9th level effect? And then he kept on counterspelling the BBEG despite only having 11 slots that he could keep on casting dispel magic or counterspell with? You silly fuck.
@@Scott-ql2kx There’s a Wizard/Druid multiclass build that by level 12 literally can’t get less than 19 on a dispel magic or counterspell check, thus is able to infallibly dispel all spells.
@@Minumer in this reply: a smartass thinking he is smarter but not realising that the "overarching problem" in the video is based on an individual not being able to understand the rules properly. Let me explain: "dispel has nothing to counter it! so mean!" dispel magic is a spell. you can simply counterspell it. and guess what? the people who cast spells in the first place, that you want to dispel, usually know counterspell too 🤦♂️ so no, unless you have 2 ways of dispelling in one turn against a magic user you are not guaranteed to succeed. Not to mention that the DM doesn't have to tell you which level the spell you want to dispel even is.
Exactly, if the players have dispel magic, why aren't the wizards packing counterspell if their relying on all these magical buffs? Seems like the last thing you'd want is some guy slingin dispel magic at em, than it turns into haha player lost their turn!
@@jason7719 Though, it also means the enemy wizard can't cast something else like Shield that round. The party caster's counterspelled dispel magic leaves an opening for the martial players still.
@@Shalakor Just put minions in the encounter and your wizard bad guy in a place he wouldn't be vulnerable to some brutes, Wizard's are supposed to be smart, you can't melee someone who is flying, in an unreachable place or even behind cover
9:51 sounds like a sword fight, you attack, your attack gets parried, your opponent attacks with the new opening and you parry until one of them can't react fast enough. this could lead to magic duels being as quick as sword fights irl are. which is interesting
@@fallendeus His main problem with it is that it can dispel stuff like Shield, Absorb Elements, Blade Ward, Blur, Minor Image...and other utility spells wizards pretty much need if they want to have a minimal chance at tanking damage at low level. It can make hours of planning within an encounter totally redundant since in one turn you can get the Party Wizard to fuck up his wards and then send the Fighter and the Barbarian to give your dungeon boss a bad case of axe to the skull. I personally don't agree with him, because when you plan an encounter, you take into consideration more than just the boss (he himself does so if his encounter in Out of the Box Encounters is his average) but I kind of understand where he is coming from.
DM's, Glyphs of Warding are your friend. Any and all casters know prep time is king and queen for a mage. I've 1 v 7'd MY FELLOW PARTY because I took the time to prep and set up the location we were to fight. Glyphs of Warding, Molding earth to make traps and limit lines of site, Pits with skeleton armed with basic magical knives to get dog piled in. It took 5 in game days but it made the damn fight a cake walk, a collection of undead buffing me in a bag of holding with rings of spell storing, a collection of wands of magic missile in the hands of casters to barrage and melt the tank from afar. Lesson is, Make the High INT BBeG actually use his high INT and diversify his defenses and not rely on only the spell slots they have at base.
@@pg21justus-46 glyph of warding, contingency, clone, simulacrum, if you big bad wiz boy isnt using these he needs to hang up his pointy hat and turn in his wand cause he's doing it wrong. Glyph of warding, his best friend and gives him the ability to basically stack concentration spells on himself OR those dastardly adventurers raiding his home. Contingency, oh they just cast dispell magic? You just triggered my trap card, here let me have all those spells you just dispelled immediately turn back on OR let me just yeet right out of this fight if im about to die. Clone, i mean its a fucking clone enough said... your wiz boy should have like a dozen of these ready to prolong his life. Simulacrum, why should the wizard be the one to actually do his own fighting?
As a 10th Level Hobgoblin Abjurer in my group, I freaking love the Dispell Magic. Nothing says: "I was useful in this encounter" like dispelling 3 Slows and countering 4 Spells. You only have to remind the DM to not just throw more non-caster Things your way instead. I think that's more a DM problem than a Player Problem, rarely saw a player go: "That was really lame you dispelled Hold Person on my Character, I like the possibility of dying"
I mean if you three casters at you, you can only dispel so much magic a turn and they have more spell slots than you hell just two casters will get the job done
"There should be a counter for dispel magic." Its called counterspell and it was mentioned repeatedly in the video. Or, if its after the fact. Why do you a need a "reignite magic" spell.. just recase the original spell! Depending on house rules, this might not cover magic items, but I'd make dispel magic on anything that isn't a spell effect either temporary or not work at all. Also, it sucks for players too. Was in an encounter last night, caught 5 enemies in an entangle, only to have it immediatly dispelled by a pixie, totally wasted my turn and the spell slot. Dispel magic has its uses for sure, maybe could use some tweaking to make it more difficult to use.
The counter to Dispel Magic: Counterspell. Counterspell is a reaction, taken by a Sorcerer, Warlock, or Wizard when they see someone cast a spell within 60ft of them. Sure, Dispel magic has a casting distance of 120ft, but how many times are encounters taking place where the *full* range of Dispel Magic can be utilized? Not many from what I've been able to see or experience.
@@kylethomas9130 Giving Dispel Magic the Ritual tag doesn't change the dynamics in any way that would be immediately 'helpful', other than making it a free spell if you opted to cast the spell over ten minutes instead of the normal single action cast time. If you meant by Homebrewing it that you could *only* cast Dispel Magic as a ritual, or in other words modified the casting time, then sure. That would definitely change the dynamic of the spell.
@@kylethomas9130 There's an easier way to change the dynamics, if your caster is in their hideout, they've made it so they're under the effects of a bunch of defensive spells, with dispel magic only removing one spell at a time due to it being a layered defence, or it removes the spells for one round. Both solutions alter dispel magic's combat effectiveness while not changing a single bit of how the spell is written and makes battles a bit more interesting then "I cast dispel magic and now the guy is screwed".
Also I made some minor tweaks to some spells including True Strike and Counter Spell, For counter spell I made it so a Nat 20 changes the target of the spell instead of nullifying it, with the added bonus that, of all characters that have counterspell, if the one with the lowest initiative successfully counterspells a spell, both the original spell and counterspell will be treated as the first move in the next turn, meaning it can be counterspelled again. And yes, this does mean that counterspelling a spell for 3 turns straight is perfectly legal. Which might just be worth it for that 9th level Delayed Blast Fireball that got multiple turns of bonus damage in.
@@Just-Call-Me-Kaminari dispel magic does not work on Magic item. You need to reread the spell. It says you may Target a person an object or a magical effect. if you are successful one spell affecting the target ends. It's specifically only works on spells. It does not work on magic items. It does not work on things like a vampire's charm. They are not spells.
"Any spell on the target ends." It doesn't turn off the creature or the item. It only ends any spells on the target. And as for magical effects, looking at how it's written, it only ends magical effects if those effects are spells.
You can also try: circumventing this by simply planning for the fact that your players might want to use dispel magic so that way the encounter you worked so hard to create doesn't fall to pieces because of one spell. You're literally the DM.
Dispel magic has a particular purpose: to break other spells. It has no effect on a vampire's Charm ability or any other magical effect that isn't a spell. It also does nothing to the properties of a magic item. It can, however, end a spell cast from a magic item or from another source. D&D Mar 21, 2016
I don't mind Dispel Magic because: 1) at low levels, burning a 3 level spell to dispel a low level CC spell on a target can mean 1 less 35 damage fireball on my mobs. 2) at low levels, if my wizard NPC is worth his salt, then his arcane lock is going to be cast a higher level making it a higher DC, so dispel will likely fail. 3) I personally rule that permanent spells like multiple casting of N. Magic Aura cannot be dispelled short of a level 5+ casting (depends on the permanent effect and who's responsible). 4) Since it cannot effect magic items, magic traps, while Detect Magic MAY tell you where they are, dispel magic does not render them inert (I've had fun with this one). 5) At T2-T3 levels of play, if you manage to CC a PC, who already has buffs on them (say bless and Haste) and another PC uses dispel on him, there goes his buffs too. and finally 6) Most players i've played with forget to prepare this spell anyways haha. Side note on the pandemics in D&D thing you mentioned Jacob: How many Clerics and Paladians are going to be able strong enough or have the resources to constantly be using restoration/LoH? They cure the victim, but don't make them immune. If this Covid-19 shows us anything, a handful of clerics and the odd paladin would not be able to actively eradicate a disease in a city. Mix in the limited number of spell slots per day/LoH HP pool, that's not enough and i hate when people bring that up... not every NPC spellcaster is going to be Level 15 and casting spells for free to the party or denizens on their area.
When people talk about the effects of D&D spells in the world, they always forget how much effort and energy each casting of the spells takes. I've heard people saying that "create food and water" would render farms and farmers useless. Yeah, like every person in the world would have access to and be capable of studying its ass off until it can cast 3rd level spells, and once it gets there, he would spend all its 3rd-level spell slots with effin' "create food and water". Makes no sense.
Frankly as player I've completely given up on Dispel Magic because my DM does these things. There is absolutely no point in me prepping it if the magic traps can't be targetted, and every concentration spell is cast at some high level so I have to roll - wasting my entire turn and a 3rd level slot on a
@@deathincarnate Yeah, this one is truly the one spell that could completely change the economy of a setting. I "soft nerf" it by having it only magically satiating you for the day, but not providing nutrients for your body so you can't subsist on them only. But of course, it's all just flavor text, the players can eat as many of them as they want, no one is tracking it. Other than that, there's unseen servant. That's the one that would make farmers obsolete, or at least multiply the workforce of almost any job. In the end, it all comes down to access.
@@MayHuggerI know the answer is probably the DM ruled war forged were magic items like the video would imply about fire elementals But I want to imagine that a high level illusion wizard made a bridge that could be real enough to walk across, and then an enemy spellcaster pulled some looney tunes
Dispel Magic is an action. As much as it *can be* a turn-canceller, it is guaranteed to suck up the turn of the creature that casts it. Also, because RAW it only dispels spells (the thing in the title) it's very easy for a DM to make plot magic come up that isn't affected by Dispel Magic. The spell still remains incredibly useful so long as any enemies are capable of casting any spells (whether an archmage enemy with big spells or even a small spellsword with a few low-level abjurations). Counterspell is the real issue if you want to start a fight tho. Reaction to cancel a turn? Yikes. Nevertheless, they both have their limitations.
Counter spell is in the same boat, isn't it? They don't know what spell they are countering, just that they are spending a spell slot to keep you from hitting them with some unknown effect. Yes, it is a reaction but that can be argued as being worse for them because they are using up slots at a higher rate. So if you plan it out you can have them run out of slots before you. Or just keep the party from being spelled long enough that the fighter can hit it enough times with his flavor of whacking stick.
I really don't get how he finds Dispel Magic confusing (then cites Magic Missile as a simple spell when it has some pretty non-intuitive interactions).
Level 9 counterspell: "haha what the fuck is the wish spell" dispel magic: * 3 rolls later * "ok it might be magic, let's hope. If it works, well fuck that entire magic castle"
I am perfectly fine with Dispel Magic and Counterspell. He says it's the "you don't get a turn this round" spell, but basically it is the "I use my action to negate your action!" Spell. Which means it is an Action Economy trade off. Counterspell is different, but requires you to be able to see the caster using it and can only be used as a spell is being cast.
The way I rule it in my games is for a temporary magical effect (spell, buff, etc) dispel magic nullifies it. For more permanent spells (traps, items, etc.) the effect is temporary, depending on how strong that magic is in the first place. I personally like the spell, as it provides a check on both the players and the DM and can make for some pretty clutch moments (and likely won't be overused for the mere sake of trying to get that clutch moment)
I really don't get the point of this video Jacob, for one, even in your other videos, you seem to be constantly conflating flavor with actual mechanics. I just wanna say, flavor can be whatever you want it to be, if the mechanics stay the same for balance and for fun reasons. Example if you flavor Flaming Sphere as a sort of Flame Clone of your character that also attacks enemies but it does the exact same thing mechanically as Flaming Sphere, then that's perfectly fine and legal, even one of the WotC designers themselves (I can't remember whether it was Perkins or Crawford) said that anything in the game is fair game to be reskinned or reflavored. Now with that out of the way let me get to your points in chronological order. 1. The first example makes no sense like, at all? That hypothetical with the elementals and the magical stone, if your point with that was that you can use Dispel Magic to turn off the magical stone in some way, according to the rules, you can't, as magical items are unaffected by Dispel Magic. So the scenario would go the same way that you described when you implied it to be cool and before you even mentioned Dispel Magic, I don't see how a PC wizard dispelling Mage Armor or Fly on the enemy wizard is somehow bad, and your implication that Dispel Magic is just a "Turn Off" switch for magic is just wrong according to the rules. 2. "Dispel Magic is like a kick in the nuts to your week long planning". Okay let's see what you mean. "Mage Armor? Dispelled." If the PCs are silly enough to dispel a 1st level spell with a 3rd level spell thats really bad for the PCs, not the wizard with Mage Armor, resource economy *is* a thing in 5e. "Magic Item? Dispelled." Dispel Magic can't dispel magic items. "Almost anything in D&D can be categorized as magical" this point is irrelevant as Dispel Magic doesn't do anything to magical effects, it only affects spell effects, which according to the rules are different things. "Choose one creature, object, or magical effect within range. *Any spell of 3rd level or lower on the target ends.*". "Dispel Magic can dispel cantrips" Again if the players are silly enough to use a 3rd level spell to dispel a CANTRIP, then they're seriously losing the battle resource-wise. 3. "I consider most things in D&D. magic and spells, they're mostly just the same thing" again, the rules do not care how YOU flavor magic in YOUR world, in the rules SPELLS and MAGIC are different for a reason, and Dispel Magic is one of the reasons why. Also, Dispel Magic works on only spells that don't have a duration of " instantaneous", this was errata'd in 2017 so as to not allow Dispel Magic to work on zombies created for Animate Dead for example. So the things it can actually dispel are much slimmer than you thought. 4. "it's really frustrating how inconsistent the spell is." Yup, agreed, it's a pretty complex spell that they didn't do a good job of explaining, doesn't mean that it's mechanically broken though. 5. "It's a spell that gets rid of things". Yup it is, it is a spell that gets rid of things because there are so many super powerful spells in 5e that can instantly win an encounter, and having no counterplay against that is just silly game-mechanics wise. With your Ignite Magic suggestion, Leomund's Tiny Hut becomes broken. The one thing that spell had as a weakness is that it can be dispelled. But with your ignite magic thing, what's stopping from the player to cast Ignite Magic on the dispelled Tiny Hut? Good luck getting though the Tiny Hut now. What if an enemy wizard dispels a Hypnotic Pattern placed on most of their allies, and then the PC wizard on their turn can just... Ignite Magic and place it again on them with no save, that's just far more broken than as it is right now. And these are only the things I could think of on the spot, I'm sure there are many many MANY ways to break the game using Ignite Magic. 6. "There is no counterpoint to this spell." Counterspell is a counterpoint to it. Dispel Magic costs an ACTION and a 3rd level spell slot. So that means a caster casting Dispel Magic is basically hoping that things get back to normal as if that spell isn't cast while using up their ACTION and thus their whole turn and a resource doing it. A caster that just casts Dispel Magic on anything including cantrips is playing a caster horribly wrong. Also, as was stated in some other comments, you can just cast the spell again, that's another counter point to Dispel Magic. 7. "It would be cool if you could have these wizard battles where they're constantly trying to get spells off but they are always like denying them, remaking them and making them more powerful, that would be interesting" But that's exactly the game as it is rn. "Wizard trying to get their spell off" wizard casts some spell. "but they're always like denying them" enemy wizard casts Counterspell or Dispel Magic. "remaking them and making them more powerful" wizard casts the same spell but at a higher level. 8. "Dispel Magic and Counterspell are frustrating" They can be frustrating if you don't know how to play against them or how they work, yes.
I agree with you. 1. Yes. You can't just turn of magic items. You might be able to supress them for a while, but not remove. I think Jacob just do not know how the rules for the spell work. Also. Both Mage Armor and Fly is meant to be able to dispel. How exactly are you supposed to gain the advantage or even be able to fight a Hobgoblin Devastator as a level 5 party if you can't dispel magic and do not have much ranged options. He can just stay up in the sky and rain down death. You can however just dispel is fly and feel great when he falls 40ft and take 4d6. Removing Mage Armor can be a very good strategical choice. However if you are at the point your martial tanks have reached the mages, the fight is over regardless. You should never throw in a single enemy against a full party, especially if they can go nuclear. 2. This is just a failure in planning and bad planning."I made a mistake" is a common song in my group when it comes to planning, but we roll with it. However I say that Dispel Magic might not be able to dispel permanent magical effects, but they can be supressed. 3. Agreed. This is a faliure for Jacob and his world building. in D&D magic comes from the weave. Magical items are permanent in the weave. A magical effect is like the surface of undisturbed water. Dispel magic is like throwing a rock into the water and breaking the spell. 4. I never seen it as that inconsistent. 5. This ignite magic is just stupid. It is called casting the spell again. Again. Dispel magic is like you throwing a rock into water making rippels large enough to disrupt the spell. Casting the spell again IS reigniting the spell. 6. Yes. Counterspell is the counter spell to dispel magic. 7. Nothing to add here. This is what a wizard battle is. 8. Yes, they are frustrating. The point of them is to remove spells and end magical effects at the cost of resources. But if you do not plan to exhuast players resources you are just planning incorrectly. I make all my dungeons with the goal to exhaust players resources. Allowing players to always go supernova is a bad thing.
To a degree, I do agree with you, but I will say it does depend on how you run your sessions as a DM. RAW You are 100% correct, but not everyone plays that way. I personally would consider everything you brought up to be a real concern for me as a player and DM since that is the way I like playing D&D, however other people may not enjoy the same thing. Similarly, if a DM decides to let the players long rest more often, or the campaign does not take place in dangerous places (places you can't take a long rest like a dungeon) then the problem with resource management goes away. I agree with some of your points, but I have to disagree with your blanket statement about flavoring. I've been watching XP to Level three for a good year or so, and honestly, I feel as though he does address some issues with D&D. Flavoring is fine as you said, but introducing new homebrew mechanics is one of the joys of D&D 5e, and I think in most of this channel's content they do a good job of discussing this.
@@falsegood5696 I think you misunderstand. XP to Level three do have some problems in his videos. This video and his latest "magic missile" shows that problem. Even if "magic missile is just supposed to be a joke, the problems with the spells only show up because he doesn't follow the rules as they are supposed to work. How can a 12th level Wizard cast Time Stop and a Magic Missile as a 9th level spell for 10 turns without breaking the Time Stop spell? Flavoring is fine, but XP to Level three allow that to overshine the rules to the point the flavoring is the rules, and the rules are the flavoring. When you do that, you have no right to complain about some spell being "broken" or bad. You have made that spell that way, not the game. You can't say "X is dumb" when what makes it dumb is your own dumb homebrew content.
@@falsegood5696 If you play the game differently than RAW, you can't just complain about some aspect of D&D that doesn't fit into your homebrewed system right? It doesn't amek sense to criticize the sytem when you aren't following its rules. The fix to this problem that is made by homebrew rules is to stick to the RAW rules, unless the homebrew has some other purpose, but to me, having magic and spells be the same offers no real flavor or mechanical draw, it only adds problems, if you can find some positive from it, feel free to name them. Also that's not the resource management I was talking about, sure, if the campaign has lots of long rest then the wizard needs not worry that much about conserving all of the spell slots. The resource management battle that I was referencing happens because, If you spend your 3rd level slot to cancel a spell that's lower than 3rd level, that means that your 3rd level slot which could be used to cast a 3rd level spell(which are much stronger than 1st or second level spells) is gone, whereas the enemy's 3rd level spell is still ready to cast a much more powerful spell. If you spend all your resources on dispelling and counterspelling spells that need not be cancelled, you'll end up not doing anything useful, as you'd spend your action and resources on something other than proactively battling the enemy. Homebrew discussions necessitates actual in depth knowledge of the system before you attempt them, as the saying goes "you need to know the rules to learn how to break them", otherwise you end up fixing something that's not broken, and breaking the system that was fine in the first place, like what Jacob does. I've watched him for years as well, and I know how he criticizes the system, I feel like it almost always comes from a lack of knowledge on his part. This is not to say all of his views and criticisms are invalid, it's just an observation.
That is why you factor in Dispel Magic. You dispel magic the stone and the dungeon starts to shake and quake. Now you have to fight your way out of an army of unbound elementals no longer under the influence of the greater elemental, before the dungeon collapses in on you. If you aren't fast enough, the nearby town could be decimated by elementals, too. All due to the fact you dispelled a magical effect you didn't fully understand. A sneaky investigation could have told you how it could backfire.
You couldn't dispell the stone to begin with as thats not how dispell magic works also even if it did the stone in this equation easily has a 6th level spell like effect well outside the range of dispell magic
Future video ideas based on this (very bad) premise: -Turn Undead is Dumb -Banishment is Dumb -Modify Memory is Dumb -Greater Restoration is Dumb These spells, like Dispel Magic, have specific limitations and use cases, and besides Greater Restoration, are based on a saving throw. ("I hope the dice rolls are high enough!") I can sit around thinking of hypothetical sessions where each of these spells totally ruins my plans as a DM (funny how he starts off with this hypothetical, yet seems to have no stories of it actually causing problems, almost like it is balanced and isn't actually disruptive to games), but all of those situations would require me being really bad as a DM, to ignore my cleric's abilities when designing my undead bad guy, to not have any backup plan for a creature being banished instead of killed conventionally, not being able to roll with some creative shenanigans with memory modification to sidestep entire encounters, or heavily relying on some negative effect that gets Restoration'd. All of these become even more problematic if I *extend the powers of these spells beyond what they actually are in the rules,* as he did with Dispel Magic. Greater Restoration is not a cure-all panacea that regrows limbs and ends all bad things connected to you, and it would be silly of me to misread the rules, say it does, and then make a video complaining about it. Anyway yeah that's all I have to say.
1: you could use wish to disable dispel or allow mending to repair spell 2: use mirror image 3: use counterspell, it a reaction 4: You could cast silence on the caster to prevent him of using dispel and a bunch of other spells. 5: mage's kintal and other poison are great against any spell caster, some reduce int, sag, cha, hinder/mute 6: use anything that hinder the caster or mute him Im sure there is a lot more that i haven't found yet and some of the one presented here can be used in a lot of creative ways...
Before the whole "WotC agrees that Counterspell needs to be cast blind of what the spell is", I had my players fight a wizard and the party's warlock had both of his spell slots countered by the wizard with more slots. He was rightfully salty about that. Ever since - we go with the WotC ruling. Dispel magic is in the same boat. It needs to refer to the effects of spells only, or its busted. I wouldn't mind dispelling Mage Armor or similar effects like Jacob seems to have a problem with, but it's not going to work on magic items or seemingly magical creatures or non-spell magical effects. It's a useful tool but it doesn't solve literally everything.
to be fair the counter to dispell magic exist... it's counter spell or you know, you can just re-cast the spell that was dispelled ? isn't "re-ignite spell" just a wow way to say "i re-cast the spell" ? because if a spell such as " re-ignite spell" exist it will still use a spell slot so you know just recast the spell? unless you can make it a cantrip or a bonus action but that would break the game in the exact opposite manner; look at that my 1 minute spell just ended... how about no, let's keep it for another minute
Exactly. Although I would concede it can be a problem for permanent spells that need to be re-cast over a long period of time (forbiddance, private sanctum).
The difference between re-ignite and recast is spell slots. If you cast a 6th level spell and reignite it with a ~3rd level slot is different the using another 6th slot to cast it again.
I have a suggestion: Change Dispel Magic to vary from just instantaneous, to possibly a concentration spell. The time to cast the spell and its effectiveness are decided based on how much you know about the spell that you are trying to dissipate, and how much time was originally spent to cast that spell. The flavor is that you can't just make magic go pfft and stop, you have to know what it is and which it is first, and study it much like the caster has, so that you can unweave the magic they had weaved. Mechanically, when you decide you want to dispel something, you have to be willing to make the risk for it to take longer than a turn, possibly leaving you vulnerable if it's a serious enchantment. For example - you spent a week perfecting a magical minion that you control in the critical battle? Opposing spellcaster has to make an Arcana check to see if they recognize the spells you used. Time variance can be instantaneous if you nat 20, concentration of 2 turns to a minute if everything averages out, and maybe several hours to half a day you're not well versed in these spells. Effect variance can start with a minor effects that costs its reaction for a round, become impediments to stats, attacks and saving throws if you get decent results, and total shut down if you nat 20 or something. I'm just brainstorming here, but that seems flavorful to me.
My dm set up an encounter where fire dwarves are destroying a forest by travelling through a portal to the plane of fire... We were supposed to go through once we beat the dwarves... But before combat even starts I roll a nat 20 on a dispel magic on the portal and we destroy the dwarf... And after that, another portal opened a few days later and we rolled a lot of 20s on stealth to get to the salamander sorcerer boss that was 5 levels above us... We rolled 2 nat 20s and killed it before it's first turn... He had planned that encounter for a month
1:18 "And the players are there! ... They have a xorn." Reminds me of last session when one of my players randomly tamed a maw demon he was supposed to kill. Now they have a pet maw demon.
Basically it sounds like he disslikes everything that solves a problem easily. Everything should have a dice roll so the PCs can't succeed without rolling a dice. Whenever a character suceeds he wants to change the rule so the PCs can't suceed, so he can show them what he had planned. Having your plan fail is part of the process as a GM, it's not your game, it's a group effort.
That's completely fair. Easy fixes are nice and everybody wants them, but dynamic play is fun. He already seems to recommend expanding the spells use (beyond wotc rulings), which just makes the spell more problematic for him, but more dynamic. "No" is not dynamic. "No, but maybe ..." is dynamic
@@Archonus Well, first of all not all that work. The party still went on the adventure, at worst they cheesed the boss. Dispel doesn't get rid of all of those maps and narratives that DM set up, just magical effects, one roll at a time, one dispel for every creature/object. Lets say, the mage from the video gets dispelled, he loses his mage armor and fly. No rolls. He takes some fall damage but is still alive. OP af. If those were his only trump cards, he probably isn't higher than level 6 himself, which means he has at max 36 + con bonus health. Now, tell me, why would you bother with dispel, when you could've had a fireball in that lvl3 spell slot instead? On a failed reflex check that wizard is dead. If he survives, he could still lose concentration on fly and drop to his death. You have tons of reliable aoe damage that will be useful in almost any situation vs a spell specifically designed for this sort of encounter and otherwise useless. Yet they both do the same job here. So which spell is OP? There are some spells that are created to game the system, potentially cutting entire plot threads/quests/npc interactions set up by DM. Scry, locate object, teleportation, transport via plants, wish and more.
@@Archonus If dispelling a level 3 spell could supposedly destroy all that work, then there probably wasn't that much work put in to begin with. That's like propping up a stack of books with a toothpick. There is no reason for the players to be in a position where they can destroy everything that you've built so easily unless you either really screwed up at some point or they worked their asses off. In either case, they have every right to do so, because overcoming obstacles and growing is kinda the point of the game. If the reason they managed to do so was your mistake, then learn form it and move on, otherwise the players did something clever and should be rewarded for it. Nothing was undone and the players go home happy, proud of what they managed to accomplish, exactly the way it should be.
@atombrain111 Dispel Magic is not an all powerful off switch for every magical phenomena. It specifically only works on cast spells, so it's uses are fairly limited in scope. Given that, I'm not sure how your players could possibly ruin your plans in any meaningful way or significantly turn the tides of a fight in a way that wouldn't feel rewarding. If you've been letting your players use the spell incorrectly and that's causing problems, that's something you're going to need to address as the DM. Otherwise, don't have entire things hinge entirely on a single low level spell unless you've planned for the eventuality of the players doing something about it. You don't need to tell them it doesn't work, just have some backup for when it does or have the original caster use the spell again. "It works, but..." is a hell of a lot more interesting than "You fail because of X and Y".
Metamagic feat: RECYCLE MAGIC ENERGY. If your spell get dispelled, you regain the memorized spell and can twin a spell of that same level on your next turn for free. Both the twinned spells are undispelable, as well as giving 1 electric damage to wizards who try. The damage is randomly timed during their next turn (possibly breaking their concentration).
I'm a DM and I realy like dispel magic, it's great to see a face of a player who is really happy that he overcame an obstacle. (if there is a grammar mistake, i'm sorry boys)
Well, if you want to plan against dispel magic, you need to work on its limitations: 1) buff multiple creatures instead of putting multiple buff spells on a single one (as there is no AoE version of dispel magic) 2) upcast your spells if you can to make the enemy roll for dispel 3) hide the spell effects so enemies don't know what spells are in effect on who 4) prepare counterspell for when the enemy is gonna try to use dispel magic :D
@@dragohammer6937 I see your point, but I would argue that antimagic field does not pose the same problems as dispel magic. Out of combat because it does not end spells but simply suppress them for a time. In combat because 1) it's centered on the caster and only 10-feet radius, so very limited in its usage and 2) it's a concentration spell. And also, yes, it's an 8th level spell so… not a lot of use.
i was listening to an inapproriatly intense song for the video and it hit exactly the right moment and vibe, ("Standing here, the way aheads becoming clear") as jacob says they get to the final room.
@starshipeleven It's actually a lot less dumb, in the sense of the game itself, for the characters to want to get stabbed as little as possible. No clue why anyone BUT the dm would dislike this type of thing, as it makes sense for their characters (considering they aren't masochists) and they still get the xp once they finish kicking the de-clawed wizard.
@@maromania7 in very early dnd xp was only rewarded in the amount of money that you got out of a dungeon, As a dnd character, you had to avoid combat as much as possible, or your character would die. It was just like that. Characters were a lot more fragile, and they needed to avoid combat (which is more realistic, though I understand realism doesn't necessarily make a ttrpg system better). I do understand your point though, I can't say your really wrong if you're referring to 5e
@@maromania7 no dnd is a game of wit and problem solving. Fighting is a means to an end not the end itself since the original inception of the game back when being a murder hobo was the norm. Lighting the entire dungeon on fire was a legitimate strategy, well so is shutting down the enemy caster.
Aren’t there only like 5 class abilities in existence that don’t involve dealing damage or helping your allies deal damage or preventing your enemies from dealing damage?
@@gingercoleslaw615 no, not necessarily many of the ability do have damage dealing potential but that's half the story. Most of them have some utility outside of combat like rage for example which gives advantage on str checks.
Essentially. He brings up a point about vagaries in what it can and cannot effect, but that's something that should be concretely decided upon once a player chooses to take the spell. Also, his idea about creating a spell that's only purpose is countering Dispel Magic is bad.
@@cryw1092 not to be rude because I'm sure a lot of people do like his stuff, and I do as well simetimes, but it seems like he's just not super prepared as a DM. It's kinda a trend with UA-cam DMs where they're,,,kinda bad? Most notably puffinforest.
Lolzdog I think he’s also saying that dispel magic somewhat restricts the DM’s ability to create interesting encounters due to it being able to ‘shut down’ a magical effect which might be the focus of a story
@@peggells5168 It can only shut down the magical effect if it was caused by a spell unless otherwise specified, according to the rules for the spell and the precedent set by that smoke bomb thing he mentioned. If he doesn't want Dispel Magic to work on this magical effect, then he can make it so that it is not a spell effect. If he can't do that, then he can make it multilayered and higher level, so it will require multiple expenditures and attempts to completely dispel. If that doesn't work, then he can make so that, rather than eliminating the effect, it simply disables it temporarily. All of these can allow for interesting scenarios and options for the players. These aren't difficult solutions, they simply are not the first thing to come to mind. A GM needs to be able to design an encounter that functions as a good experience for the players while also being fair and functional within the rules provided. Dispel Magic can be a part of that, but not if the GM is unwilling to be flexible or fully understand the rules. I have ranted a bit here, but I wanted to expound on what I was thinking about in text form.
@@peggells5168 the issue there, is it's a creative solution that isn't just "I cast fireball until my problems until my problems are gone" like, if the issue is that the magical thing is being taken down by dispel magic. just make it physical. the players have tools for a reason and it gets boring when the players are restricted to "i do damage next turn" all the time because the dm can't think of anything more interesting. creativity is the solution to these "restrictions" on both ends and the DM is the one who has to get creative first.
I have a cleric who likes casting dispel magic against her wizard nemesis as it is quite effective. He was intelligent enough to lure her into a dungeon where he'd prepared a glyph of warding that would be triggered by the words at the start of casting dispel magic. 5d8 electric damage later, she is finding new ways to deal with him.
What about a story where the big bad is a guy that hates magic and magical creatures like a lord Farquad type and he does some dispel magic ritual where it slowly drains magic from the land causing a plague because everyone and everything has at least a little magic in them and you need to find a counter to dispel magic
The way I handle this method is with Law and Chaos. Most wizard spells are mathematical formulae, so those would be classified as a Lawful aspect of the universe. If a wizard casts dispell magic on a wizard spell or any magic effect created by lawfully aligned individuals then it poops out of existance. But I run sorcery as Chaotic Aligned magic, especially with wild magic, and I see chaotic aligned magic as unpredictable, so if a lawful aligned individual tried to dispell the effect created by a sorcerer or a chaotic aligned individual then they might just accidentally alter the spell. so wizards in my world tend to study how chaotic magic functions so they can make their spells harder to dispel, and sorcerers try to understand the more mathematical processes to trip up other sorcerers. Picture it like this, when a wizard casts a spell, its like they stack some blocks, perfectly square blocks that form a wall. When a wizard casts counterspell or dispel magic, they know what blocks to remove to take down the wall. Picture Sorcerers, on the other hand, using clay that molds and shifts and mixes in with itself. When they cast a spell they just warp alot of different clay together, and when another sorcerer tries to dispel it, they just mix in their own clay with the wall and break it from the inside. To continue with this analogy, the two can learn alot from eachother. If a Sorcerer tries to cast a sorcerer spell in a more Lawful manor, they instead form their clay into block like shapes, then meld the blocks together, trying to use chaotic magic to make a more lawful representation of said spell, and wizards can misplace or shift their blocks around to try to "procedurally generate" randomness, using lawful magic to create a more chaotic representation of the spell. The short end of it is this, when I have a player or an NPC cast a spell, they cast it normally, but they can train to learn how to shift the alignment of their spells, so when someone tries to get rid of it, through counterspell or dispel magic, they impose a negative or bonus depending on if the other person tries to counter their alignment. When trying to dispell something, you try to match the alignment, and when your trying to prevent your spell from being dispelled, you try to use oposites
That's really cool. I may steal that for my Starfinder games (now I will be able to properly diferenciate how technomancers and witchwarpers use the force to cast spells which is something I was struggling with).
How is the wording inconsistent? It tells you what you can target, then tells what it does. It cancels SPELLS of 3rd Level or lower Spells are clearly defined, and nowhere does it say that every magical effect is a spell, because a lot of them don't fit in this category. So IF you desperatly wanna break the game by letting your players dispell elementals and stuff, that's on you. And even then, you can try and set a DC appropriate for it.
Yeah I'm not entirely sure where the fuck everyone here is getting the idea that this fell magic can affect it just anything. Like you said the spell only says it can end it the effects of spells that are affecting an object or creature. If an earth Elemental had bestow curse on it dispel magic will only ended bestow curse, if a magic item is cursed it does not make the item no longer magical. Honestly this entire video in this comments section really pisses me off because people do not know how to fucking read apparently
This is what the influx of 5th edition players cause to happen...... it is all kewl furries and silly fairytale interpretations of simply rules If they were truly nerds they would observe that rules are algebraic equations and we could definitively show them how it all works... but then they say.... "But I want a cute badger" And you stand there wondering how you got the bus stop with your pants off.
Best usage of one of those "disease that the paladin and cleric can't heal thing" was what one of my friends did in a game he ran where a single gear used in a towns water purifying system was letting off a disease so paladin's and clerics can totally cure it, but without knowing what the cause of the illness is they'd just immediately contract it again. The section of town was quarenteened and while myself (The Paladin) and the parties artificer both immediately assumed it was something in the water supply sorting out WHAT was causing it was the challenge.
Jacob has never played magic the gathering against a blue deck....
You mean against a "I don't want to play this game, and I don't want you to play it either"-deck
Jan Elan Testaverde that sounds fun
emi lisaru ah yes the blueballer deck
@@janelantestaverde2018 100% this
@@jamescampbell2353 Just imagine being a wizard _without_ counterspell that fights 1v1 against a wizard that only uses counterspell and banishment. Except that wizard has more spell slots than you. At some point you run out of spells and then they whip out their fireballs and kill you. Or just make you die of old age aka milling you to 0 cards.
"Counterspell" is an existing blue card in that game.
The difference between Counterspell and Dispel Magic is like this:
With Counterspell you see a dude casting a spell and you say 'no'
With Dispel Magic you...see something that maybe might be magical, and you ask the DM if it's magic, and make an arcana check to see if it's something you CAN dispel, then you cast it and hope.
Very well put actually
Counter spells is like your mother, telling you no when you try to turn the computer
Dispell magic is like your dad, it sees you using the computer and pulls the electrical cord
Cractor or just turns off the circuit breaker
@@cractor6307 That even works with the confusing and vague aspects of counterspell. Sometimes he pulls the wrong cord.
I flew up(protector aasimar) while someone casted fly on themselves flying towards me. I just keep dashing upwards while he follows me. I cast dispel magic on him as he fell to his death
Can we talk about the fact that one of the tunnels in the dungeon is called "bitch passage"
Every dungeon needs a passage for people who are bitches. I'm more curious as to how to handle the male and female passages
@@KOTLIM Just make sure you use the correct pronouns.
@@TheGuardDuck bitchboi passage
@@KOTLIM You go inside of the female passage. The male passage goes inside you.
@@DRida64 brilliant
"I cast dispel magic."
"They cast imbue magic."
"I cast counterspell."
"Dammit."
I cast fireball!
They counterspell your counterspell. In fact, they have dozens of scrolls of counterspell for that very occasion.
I cast antimagic field.
@@alitaher003 Silly you, using a scroll is an action.
I counterspell your counterspell
Jacob's description of two wizards fighting by denying each other's magic feels really close to magic battles in Eragon, where wizards exist to fight other wizards and just have mind battles until one twitches and explodes.
If that's all they're doing, nobody would want to be a wizard
@@rewrose2838 well if only one side had wizards, then they'd blow up unlimited numbers of grunts brains. It's like snipers and counter-snipers
I like the Inheritance Cycle wizard duels. No, they're not super cool or fun to watch, but they're very tense, and they do make sense in lore.
Someone mentioned Eragon?! I never thought I would see the day.
I love how weighty magic was in Eragon. Anyone can cast any spell but not everyone can continue after casting a spell.
"I used the magic to destroy the magic."
Christian_the_Guardian abjuration wizards:
-- Xzibit.
Jacob "I wish there was a counter to dispel magic."
Me having played against it. "You turned off my mage armor, I cast it again."
Mage armor is lvl1 isn't it?
Counterspell is... 3...? Far better spell economy just recasting it.
Sorcerer: I use quickened spell, so it doesn't use my action.
@@jonumine6250 Well, presumably, you'd use Dispel Magic to remove _all_ of their lower level buffs, so Mage Armor would be just one of the effects removed.
Oh no the probably more powerful wizard has to spend their turn recasting mage armor anyways rest of party kill them
@@jonumine6250 most cases they will run out of Dispel too before you run out of your buff LOL
@@CrizzyEyes
Well presumably, you have read the spell discription and notice that it uses the singular form spell, not the plural spells. Higher cast just ups the lvl it dispells without saving throw. Hence you can not dispell multiple spells with one cast. And yes, using this spell can be frustrating, that is it's point, to give you an advantage, or negate a disadvantage, by manipulating the oppositions active magics.
Honestly, the fact that it seems Jacobe didn't read the spell discription well enough, is more of a shock to me then anything else.
It does not dispell creatures. It specificaly says, dispells spells, on the TARGET. Which can be object , creature or an existing magical effect itself. Then it removes one, and ONLY one spell. It is not vauge, and 5e does differentiate between speels, and spell like effects, and such. Sure you can get into semantics, but that is not as it is written. Then again you can also say that by your house rules, things are different, but thats another thing .
While Jacobe explores another intresting concept, reigniting magics, that is imho very different then dispell magic.
Honestly what would be an intresting but very high lvl spell ( 7 or 7+ ) is one that disables magic items or one that reignites them.
Your beginning skit is actually quite a convincing argument FOR dispel magic, for me. I love dispel magic for a few reasons and all of the problems from that skit are DM preparation problems. Do something simple. Make it such that the gem requires multiple castings to shut off, with the first ones simply stunning or deterring the elemental in some way. The reason this makes sense is just saying that the gem works by having many different effects on it. For example, the first casting on the stone will stun all of the little stone minions, the second casting will break some kind of binding ritual for the elemental and the wizard shouts “you fool!! You’ve freed the beast from its constraints! You’ve doomed us all!!” Enter phase two of the boss fight, where the elemental shoves the stone into his chest and wizard joins you in the fight to stop the elemental, and perhaps is even killed by it. The stone has AC 17 and 15 (6d4) hit points. If the elemental takes 20 points of damage during a single turn, the stone is exposed through a hole in its chest. Only then can it be dispelled (DC 17) or attacked. If destroyed or dispelled, it crumbles to pieces and the elemental dies. The end. Have a little celebration. This spell is not a problem for a prepared DM.
I was genuinely wanting to run that opening skit because it's actually pretty cool sounding. And now you've convinced me.
The multiple castings idea, and having consequences for the spell being cast is really neat. That would be an awesome encounter.
Conversely, wouldn't a smart enough earth elemental just coat its weakness in lead?
Always hearing about Lead blocking Divination and certain Conjuration spells, why can't it work on Abjuration?
@@kylethomas9130 That would probably require a unique ruling on the GM's part, since Dispel Magic doesn't have that limitation normally.
XP to Level 3 I just ran it for the session I had tonight. My players loved it. Immediately after felling the beast, the downed players’ turns came up (2 of them went down during that round). The cleric had to choose which to save first since they were both making death saves. The barbarian rolls a 2 and the rogue succeeds (don’t remember the roll). The cleric saves the rogue with a spare the dying, and then goes to help the barbarian. Barbarian’s turn comes up... nat 1. Pagith, the Goliath Barbarian was dead. The cleric touched the body to lift it to safety with spare the dying, but couldn’t find its spirit within. He was gone. Commence an hour and a half (real time) of role play, funeral services, and sniffling party members and a very excited barbarian player who just got to die in the most badass way he could’ve imagined: fulfilling his duties of protection to the party, holding back the arm of a stone titan which was driving him into the dirt. He died a hero. He had a huge grin on his face during the whole scene, right up to his death and burial, where he was buried with a coyote pelt and his maul. The cleric is a depressed alcoholic now, though, because she is convinced it was her fault. Everyone took a day of downtime to grieve after this. It was pretty easy to work into my campaign, since there was already some shady stuff going on with the Empire’s researchers, and they planned to recreate the titans from the ancient age. I just introduced the idea that one had succeeded in creating a titan, and it was held by a binding ritual in the gemstone to keep it from becoming too powerful. The cleric plunged that spiritual weapon deep into the chest of the titan, though. Stupid crystal didn’t stand a chance.
Just counterspell the dispel magic, done.
cant counterspell Dispel magic IF I CAST FIREBALL
@@ochicasillas6972 wait, no sto-
Yeah, the wizard could imbue it with the property that whenever someone attempts to cast dispel magic it casts counterspell? Kind of like Hallesters nodes that cause a random effect to happen when they travel through portals in his dungeon.
Absolutely love it!
Well the other person could counterspell the counter spell I think
I feel like if an abjuration wizard heard you describe their craft as “Step(ing) outside of the box, to step on the box” they would be very pleased.
Me: "ugh I wish there were a way to stop these wizards from using counterspell & dispel magic all the time"
Also me: counterspell
Subtle spell meta magic effect.....hmmmm it seems if you cant see the somatic, or verbal components you cant, Counterspell a spell.......hmmmmm.........interesting.........
Wizard: Fireball!
Other Wizard: Dispel Magic!
Wizard: Counter spell!!
Other Wizard: Counter Spell!!!
Wizard: Counter Spell!!!!!
Other Wizard: Counter Spel!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Wizard: Uno Reverse Card.
@@aliveyetundead seriously though lmao, i had a game where we were doing a boss fight vs against a homebrewed cr 20 something caster, and 3/4 of our party were spell casters. That was one helluva counter spell fest lol
@@aydin5978 Doesn't counterspell use a reaction tho ?
@@ZelosSama Yeah, but the boss could cast spells as a legendary action, so each round we had everyone using a bunch of counterspells
did anyone else hear jacob say “daddy chappy”
Freudian slip.
Yuh!
I said what I said.
XP to Level 3 Good man
Relistened and yes, he did say "daddy chappy"
The series of Jacob just hates abjuration, lol
Pretty much 🤣
My favorite wizard subclass, as well as divination. And yes DM's hate me but fellow players love me. I think it balances out.
@@aaronwilliams8887 tbh, I really wish abjuration wizards got buffed. The ward specifically. Let me be the party tank on a d6 hit die dammit!
Yeah, I know, that'd be too much for our precious game balance, but I can dream.
Kathryn Rovito I’m a DM and one of my players plays an abjuration wizard AND he’s a dwarf, so he can wear medium armor. He saves all his level one spell slots to cast shield, so most of the time his armor class is functionally 21, and honestly it’s great. I just up the challenge of all the encounters and that’s fun for me.
@@chrizzle45 dwarven wizards are the best, that's so awesome. I once had my group of 6 play a team of 4 barbarians, a paladin and a cleric, so I always bumped up the CR by 2 when I built encounters for them. Good times, the bunch of maniacs.
"Along the way they meet a XORN?"
I like how this does not actually come into play.
"If only there was some kind of re-ignite magic!"
"What, you mean like casting the spell again?"
Generally, whatever made the magic you dispelled can re-make it via the same process. Anything fancier can't be dispelled.
I was thinking that like the whole video.
I think he means more of if something has been dispelled then you can cast this re-ignite magic as a 3rd level spell and automatically reignite the spell if the slot matches or is higher than the slot used to dispel it and a check if the slot is higher. I still don't agree with most of the video but just clarifying what he meant.
@@giorgitsiklauri840 sorcerer quickened spells dont use your action, so they can litterally just do it again
i cast _undispel magic_
Well this could be a cantrip or low level spell "reinvigorate magic" which allows you to reactivate magic within a short period of time after its been dispelled.
DM: STOP! YOU CANT JUST KEEP COUNTERING AND DISPELLING MAGIC!!
Player: Haha, magic make other magic go *pffffff*
Kinda want to do a campaign with a Spell Plague like event.
Wizard: I filled my slots with Dispel and Counterspell in case we run into another wizard.
Paladin: We need to cross this chasm.
Wizard: ..... 🤬
@@commandercaptain4664 that's not how spell slots work...
Just do the same back,
Who wouldn't want to see a battle of counter spell,
Just 3 rounds of players and enemies successfully bouncing counter spells back and forth.
Next week's video:
"I'm Jacob and I hate dungeons and dragons."
"Dungeons and Dragons are Dumb" This episode is sponsored by Wizards of the Coast
That's the title, but then the video itself is "I actually think Dungeons and Dragons is a good *concept* but I don't like how it's executed currently."
Not enough dungeons and why dragons?? Dragons are too big for dungeons
Also spellcasters are too hard
Also human fighters????
Also I hate bard their loud
Sorcerer and warlock need more stuff
And I hate elves
@@unbanrofellos5786 _A Dumb Guide to Dungeons & Dragons._ Your move, The JoCrap.
It's like Jacob's coming-of-age into the infinite realm of possibility inherent in all RPGs that aren't D&D. _These are his first steps..._
So we're gonna just ignore how badass the whole golden-dirt-elemental idea sounds? I've never seen a gold elemental before, like straight-up made out of magic gold
@@chrisstoltz3648 badass. I'm gonna use this.
@@chrisstoltz3648 writing this down, that is absolutely the best
@@chrisstoltz3648 Thing is, when you go down to a purely periodic basis for elementals, most of them are effectively walking hunks of silvery-grey metal. Sodium elemental probably sounds like "Salt Elemental" on paper but on an elemental level, it's metallic. That's not even getting into the radioactive terrors of Uranium and Plutonium Elementals.
Oh god, I just imagined a Diamond Elemental, high ac low hp and they reflect ray spells back
Starfinder has Neutronium Golems. Look it up, those things are cool as hell, especially since the substance is actually real, albeit inaccessible to us in real life.
"I misunderstood the description of dispel magic and now think it's OP"
If I recall correctly, dispel magic was even nerfed from earlier editions, but with your interpretation of the description, I'd be using it all the time.
It used to be able to do all the things you talked about, suppressing magic items, etc, but that was stripped out
@Viktor Magnusson Then why make a fuckin' video? Lol
@@LordVader1094 entertainment purposes? why make any video
@@yeetybo1 To act like a dick
@@yeetybo1 the issue isn't about entertainment but about quality, he just misunderstood the spell and thought it was broken af and made a video about it, if he gonna make the effort to make a video, better do something actually good
@@gantzplayer.n.m4410it's just what DND UA-camrs do
In the dungeon dudes video they say that religion is a better history check and don't understand the difference between investigation and perception
It's just what happens
"I don't understand how Dispel Magic works therefore it is dumb" the video
hmmm
I mean, i can be confusing for new player like us
"cannot be dispelled" is a sentence that appears numerous times in 5e adventures
Yep and DMs can make give that trait to a lot of stuff. So not really a problem at my table luckly
@@Daelon89 You can do that or people could counterspell the dispel.
In my head, dispel magic and counterspell is like a jamming spell that wrecks your opponent's magic and render it useless. You don't need to completely understand your enemy's complicated manipulation of the weave and just jamm his arcane energy with interference to make the spell fails.
More or less how you dont need to understand programming in the real world to break a software.
You can do it by some really simple shit like using a copy-pasta that Apple cant read and just crash.
@@albertonishiyama1980 dude u have been on utube for 13 years.
That's crazy
That also may explain the "revitalise magic" thing that was brought up here: ypu may have tied up the weave, but without knowledge of the spell you can only jam it enough for it not to work, not reverse its whole existence
@@agento4313 Ah yes, back in the day, when clipfish was a competition for youtube
@@apocolototh1948 wat?
Sorry I wasn't around then
*"IT'S SMOKEPOWDER!"*
The material component for this video was salt. Lots and lots of pure salt.
"there's no spell in the game that can counter dispel magic!"
.
yes, completely broken
.
.
.if only there was a spell wizards could cast...as a reaction...to counter another spell being cast...some sort of CounterSpell. . .but alas. . .
To be fair, the first wizard could just counterspell the counterspell
@@nyblller9785 Technically not, since Counterspell is a Reaction, and, assuming that we're in combat and the first Wizard casts Dispel Magic on their turn, said Wizard cannot cast Counterspell since not only has he already taken his action to cast Dispel Magic, you also can't take Reactions on your own turn.
@@_thorkon oh, I didn't know that you can't use reactions in your own turn. Sorry
@@nyblller9785 Actually, looking into it, I was wrong. You very well could do that, Prophet Crawford said so himself. You can indeed take reactions on your own turn. My mistake.
@@nyblller9785 true but if you counter the counter and yours is lower lvl you have to role it, assuming you succeed you have to role again for the dispell part. So trying to get 1 dispell off is at least 2 third level slots, and depending on if someone upcasted and 2 d20 roles.
You made me imagine one wizard counterspelling another wizard's dispel magic and it just ends up as a couple old dudes waving at each other.
That happened one time, and the BBEG depleted his spell slots and the DM lamented he wanted to do cool stuff with it.
He had another spellcaster that could have burned our spellcasters' slots instead.
"Can you turn off Fire Elementals?!"
No, Jacob. You know that
In my universe they can,
But in my universe you can also redirect spells as a bystander or target.
You can probably get them angry at their summoner if they were summoned with Conjure Elemental
It's more a question of world logic: why can you dispel some magic, but not others? Shouldn't dispel magic create *some* kind of problem for a magical creature? It's like having a world where fire can only either burn things, or fail to burn things, no heat otherwise involved.
@@bubbasbigblast8563 No, Dispel Magic specially dispels spells. It pulls apart the threads in the weave. You could possibly dispel the summoning of the Elemental, but you can't just turn it off
@@the_rose_garden01 The point is that *something* should logically be happening to it though: like, it should get hurt, or have an allergic reaction, or laugh...but it just kinda shrugs dispel off instead? As an example, Finger of Death used to do damage even if it didn't kill, because it's still logically doing *something* deeply unpleasant to the target; dispel should be the same for magical creatures, but instead, nothing happens, and there's no clear reason why that should be the case.
It's hard to extrapolate just what it can do when all you have is a flat "it does this and nothing else" kind of description.
The counter-counterspell is just casting the spell again. Similarly, the counter-dispel magic is just casting the spell again.
or casting counterspell in response to counterspell
right? why a reingnite a spell? you can cast the spell again , i just say just an action as a casting time is what make it a little (not a lot) broken. maybe changing to 2 mins X spell level or make a percentage roll to make it work on a action could make it more balanced
I think the point is made to fix situations like a wizard that passes by dispels the evil lord's huge barrier for which the evil lord had to spend 1000 platinum pieces and a week of preparation. If I casted Simulacrum and someone dispelled it the moment my copy joined the fray, it would piss me off reeeeally badly, because most likely I couldn't afford a second cast, for a lack of time during a battle or a lack of materials once outside of said battle. A reigniting spell could save the day if the only things required were an action and to cast it with a spell slot of a level equal or superior to the level of the spell to reactivate.
@@filosfilos4572 As a BBEG, yeah I'd be miffed if a wizard came and dispelled my level 9 ancient imprisonment and let forth my nemesis.
As a DM, that's hella dope seeing my players successfully land dispel magic on my imprisonment. Reminder: Dispel Magic is an ability check (no proficiency bonus) equal to 10+spell's level, which is 19 in this instance. Meaning the wizard would have to roll at least a 14 OR spend a 9th level spell slot to dispel this magic.
I think that's pretty cool.
@Damon Rofocale I don't see it as a warlock spell, it has to do with the nitty gritty of magic so it would make more sense to be a wizard and sorcerer spell, maybe cleric or artificer. Even casting the same spell twice is expensive for a warlock, but it could help you with once a day use spells from invocations, I guess, maybe, I dunno.
"If only there was a diametric opposite version of Dispel Magic! Where the spellcaster, like, re-imbues something with magic!"
That exists, Jacob. It's a spell called Cast The Spell Again
I said the same thing. That mechanic already exist.
Yeah, but in general when you start an encounter your Wizard boss should have the spells and wards *already casted on*. Wasting time on recasting the wards not only limits its efficacy at dealing damage to the players, but also means your wonderful boss can get one shot before the player's first turn ends.
The solution IMO is counting on the players using it, not limiting the spell. You can make something trigger if the spell is casted, that can add another layer to the encounter.
@@TheBayzent
1. A wizard can never be a boss alone. If the fighter ever reach that wizard, its 15 AC and 45HP is not going to prevent his +10 to hit. You can't have a solo boss against a party. You need a group or make that boss OP as fuck.
2. If the players spend time casting dispel magic to remove an effect. That is the same as spending a turn to attack as it cost and action. I also think it is horrible for a wizard to not use counterspell when they try to dispel magic.
3. There is no need at all to limit the spell in some way or add some extra effect to punish the players (not what you said, but is in effect). If you use a Wizard as a boss and ONLY a wizard, you are an idiot if you think that is going to be a good fight. All of the problems that have been brought up is nothing but poor planning. The spell isn't wrong in any way. It is just the DM can not plan well enough.
@@TheBayzent Counterspell...
The issue is dispel magic takes 1 action to end EVERYTHING there ... where as "cast the spell again" only costs 1 action and 1 spell slot if one spell was cast ... if someone has like 10 spells one from each 9-0 cast on them and someone dispells at 9 it ends... everything with no counter for ONE spell and ONE action and can be upcast to ignore the check. I ... do feel that there should be a counter to it so that if someone has a boatload of effects on them a single dispell doesn't take away EVERYTHING ... but I also feel that pulling everything back at a lower level spell now has opposite issue...
The spell isn't really confusing or vague:
Targeting: "Choose one creature, object, or magical effect within range."
Effect: "Any spell of 3rd level or lower on the target ends..."
If you suspect that a creature has a spell on it, you can cast Dispel Magic and try to end that spell. If you suspect that some weird thing you see is a spell, you can cast Dispel Magic on it. They have to specify it this way because something like a Wall of Fire is neither a creature or an object.
Likewise, it can't say "you target a spell", because that's nonsensical--can you target a scroll? A spellbook? Those are *spells*, but they are not effects which can be dispelled. The purpose of the wording is to allow the spell to be targeted against anything which *might* have/be a spell, even if the caster doesn't whether a spell is involved or not.
And if you don't want your BBEG wizard having all his effects dispelled, then it seems like that oh-so-dumb Counterspell suddenly comes in *real* handy.
What if he counter spell my counter spell?
@@user-db2uj9vc7s Then you need a henchman nearby who also knows Counterspell.
I remember one session I was in years ago, where most of the party had access to Counterspell in one way or another, and we were surrounded by enemies who *also* had Counterspell. It wound up being a conga line of "Nope!" when my bard tried to cast Teleport to get us all out of there.
@@Liesmith424 imagine an entire battle of an army, using counter spell on each other
"f you suspect that a creature has a spell on it" or you could just ritual identify, it tells you if a creature is being affected by magic, and what spell.
"I cast dispel magic."
"it has no effect in this room"
oh well lets carry on.
That pained "it's a bridge" added years to my life
"Smoke Powder isn't a magical effect"
First line literally states magical explosive.
Gun powder would have looked like magic to ancient folks.
Adam
@@ARIES5342 Except that in 5e, smoke powder is literally powered by magic and alchemy.
I dislike it when people go "Well in the REAL WORLD...". Just...stop. It's like the one greentext story I read where a player went into a frothing rage outside of character because he made his character a hardcore Atheist (not "I forge my own path regardless of the divine", no the character didn't believe that the gods exist at all) and another player Charm Person-ed his character into reciting a prayer so that the LITERAL GOD OF THE SEA didn't TPK them while they sailed on a boat dedicated to said god.
its is ingredients put together, aka like component costs of a spell, that produce a MAGICAL effect as if it was a SPELL that makes sense, but Gunpowder or some other effect that caused by NON magical methods would be considered a Spell LIKE effect that is NOT a spell thereby not able to be dispelled or counter spelled.
This is definitely confusing but to put simply
does it produce an effect that requires it to be artificial created effect via MAGICAL means?
Or
Is a Naturally caused magical effect that is innate to the means of which it is done (spell LIKE effect but NOT a spell)
aka Artifical magic (wizards/casters)
or Natural magic (aka dragon breaths fire at target)
If you shoot a gun, but instead of powder you use magical powder, will the bullet be dispelled by dispel magic? No? So magic explosions do not mean the thing it is exploding is magical. What makes the Smoke Powder go boom might be magic, but the smoke it creates is not.
In Forgotten Realms Smokepowder is not Gunpowder. It's made with magic.
When people start counterspelling counterspells we call it counterspell bingo
I just house rule that you can't counterspell a counterspell.
@@thevoidcritter but I wanna counter spell mine counter spell /s
@@thevoidcritteredit: it seems i am wrong and you can counter spell while casting another spell i still believe this should be allowed but a dm and the players sould be warry of abusing this as it is inherently powerful as it is a spell which leaves you ahead in action economy.
why tho? imo it is a valid use of resources as you have 1 reaction and probably dont have an infinte amount of spell slots. also couldnt you not cast it to protect your one spell becuse you can only cast a seconed spell if it meats some requirement and can only concentrate on 1 spell at the same time and since your first spell didnt resolve you lose it.
you can't counterspell a counter spell directed on a spell you are about to cast cause :
1. casting counterspell will end the cast of your original spell therefore countering it indireclty still consuming the spell slot
2. in your turn you cannot take reaction
3. in your turn you cannot cast 2 spells unless one of them is a cantrip with casting cost of a bonus action action
Counterspellception
As a DM, I'm wondering what the hell kind of prep you're doing where a week's worth of it can be invalidated by a single 3rd level spell.
Also, it's not unreasonable to say high level wizards have access to a "sealant" kind of spell that prevents dispel magic unless cast with a Nth level slot (9th in the case of important effects, like portals, levitation stuff, animated stuff, etc). I *think* permanency in 2e used to work that way but don't recall.
I know, right? I understand not being ready for every single scenario, but Dispel Magic is such a commonplace spell!
Even in RP, any wizard would be aware of dispel magic when prepping something. Fragile as they are, their lifeline is their mastery of "being ready for anything", after all.
I'm pretty sure he's saying it's stupid you constantly have to plan around a single spell.
@@Phalxxx It's not unreasonable to say that, but isn't the point that he's saying there's nothing baked into the system that explicitly does that?
@@chaincat33 You are correct, for sure! I must say, though, as a DM I find I need to add/modify/remove a lot of things that aren't 'baked in', so to speak (As long as you have consistency in your world). Dispel magic is just one of those things. I can see how it's annoying to have to address it, though.
So dispel magic is dumb because you homebrew it to be way more powerful than it should be? What a surprise!
I mean, the text is confusing especially to non english speakers
“We should have the ability to counter counterspells”
*Mono blue duel flashbacks*
Could've been worse...
*Burn Red Chandra deck flashbacks*
In "Space D&D" we can.
We have a totally different magic system though. It runs on arcane energy. And if the magic rock is close to enough to chaos attacks, it loses arcane energy from that.
At like -50 arcane energy, it dies.
Counter spell the counter spell (counter spells cost like 10 energy per modifier of +1 to resist DC, base 14), and/or resist the counter spell (which costs 25 per +1 to your resist check, until it JUST got rebalanced to 15 per).
Arcana wars involves baiting each other into spending more energy than necessary into resisting counter spells or using more energy on a counter spell than is necessary by using a spell as bait, monitoring the amount of casting time each caster has, and trying line up opportunities to do short spells when the opponents are all casting multi turn things and don't have the time to counter spell you, or so you can counter spell one of them without them counter spelling your counter spell.
It makes my head hurt a little.
"-Wizards could be denying them and remaking them and denying them and remaking them and then empowering them-"
Isn't that just Cast spell,dispel magic, cast again at a higher level?
"imbue/ignite magic" is just called casting the same spell again
I think the idea is it could reignite multiple effects, say mirror image and fly that were dispelled by the same dispell magic for like a 3rd level spell slot or something, which is fewer actions and less spell slots than casting both of them again
Also ignite magic might use different spell slots that recasting the spell.
@@blazitty8467 Dispel magic still uses an action and a turn. Don't want to loose all the buff you have placed into a single fighter....Don't put all your eggs in one basket....
It's a perfectly balanced spell, and while a little frustrating for DMs/Players at times, its nothing a little DM preparation, and Player metagame/Powergame restraint can't fix.
If your parties Wizards dispels every magic thing they see, then start making them dispel things that keep them safe. i.e magical wall that has a boulder behind it. THey think its a trap, dispel it, and NOW its a trap....
let's see, we could either go through the trouble of casting the same spell again
or
use a lower level, faster, cheaper spell
it might not even need to be a spell, it could be an exclusive ability or some shit
I'd imagine that casting a reignite magic spell could also power up effects that haven't been despelled. As if you had cast the original spell at the level of the reignite
Jacob: *houserules a spell in a way that is provably not in line with RAW*
Also Jacob: 'wtf why is this spell so broken'
you might also try not being a FILTHY MAGIC USER who relies on magic in the first place
Or be a DM with a brain and go no the spell is too powerful to dispel
@@michaelkeha That's not how that works? Lmao When you cast it, it either dispels the same level that it was cast at, or you have to roll. If you roll and hit the DC, it's dispelled.
If you want to have a big brain, tell them it's not a spell that's causing it, rather a spell-like ability or a supernatural force. Neither can be dispelled.
Magic's pretty clean, though...
You seem to be complaining about a non issue. I see no reason that a prepared encounter would be ruined by this spell unless you had only one 3rd level spell protecting against the party from shortcutting the encounter. In which case as a dm you deserve what you get.
When the party enters a dungeon or lair or something the BBEG had plenty of time to prepare. Whose to say he didn't upcast that glyph of warding to a 9th level?
I ran a session where the bbeg DID upcast glyph of warding to the ninth level... multiple times... (he also had about 8 other glyphs, some of which they avoided, but most were dispelled) and the wizard just went “dispel magic” “dispel magic” “dispel magic” and got rid of them all, then counter spelled the bbeg into oblivion... it was not enjoyable for me as it was not a challenge at all. One player essentially nullified everything about the entire climax of the campaign because of a third level spell he could essentially spam at lv 15. I should also specify this was the bbeg’s house essentially, where he housed his most precious things... and while he was technically there, he did not have line of sight and therefore couldn’t counter spell it. While I do not believe it should be “uncrackable” it definitely should not be able to be done in a single action, perhaps if it took upwards of a minute for them to dispel it I would be less salty about the experience
@@joshuathompson7663 That's a load of bullshit. So this player kept on casting dispel magic at the lowest levels and kept on rolling a 19 or above on the ability checks he'd need to roll to dispel a 9th level effect? And then he kept on counterspelling the BBEG despite only having 11 slots that he could keep on casting dispel magic or counterspell with? You silly fuck.
@@Scott-ql2kx There’s a Wizard/Druid multiclass build that by level 12 literally can’t get less than 19 on a dispel magic or counterspell check, thus is able to infallibly dispel all spells.
The boss wizard has spent years attuning to his own personalized robes imbued with a protective magic. He has 19 AC. Deal with it. 😎
In this video: DM yells at players for having the solution to a problem.
It’s also a pretty bland and boring solution. But alrighty.
@@moldyskittle Than it's a pretty bland and boring problem.
It's kind of like being mad at a rogue for disarming a trap.
In this comment: UA-cam commenter misses the overarching problem.
@@Minumer in this reply: a smartass thinking he is smarter but not realising that the "overarching problem" in the video is based on an individual not being able to understand the rules properly.
Let me explain: "dispel has nothing to counter it! so mean!" dispel magic is a spell. you can simply counterspell it. and guess what? the people who cast spells in the first place, that you want to dispel, usually know counterspell too 🤦♂️ so no, unless you have 2 ways of dispelling in one turn against a magic user you are not guaranteed to succeed. Not to mention that the DM doesn't have to tell you which level the spell you want to dispel even is.
"That's not even a magical effect, it's smokepowder [...]"
First line: Smokepowder is a magical explosive [...]
wHy tHoUgh? It's goddamn smokepowder
"I counterspell your dispel magic."
Exactly, if the players have dispel magic, why aren't the wizards packing counterspell if their relying on all these magical buffs? Seems like the last thing you'd want is some guy slingin dispel magic at em, than it turns into haha player lost their turn!
@@jason7719 Though, it also means the enemy wizard can't cast something else like Shield that round. The party caster's counterspelled dispel magic leaves an opening for the martial players still.
@@Shalakor Which should be something 3rd level spell can do?
The ultimate Uno reverse card.
@@Shalakor Just put minions in the encounter and your wizard bad guy in a place he wouldn't be vulnerable to some brutes, Wizard's are supposed to be smart, you can't melee someone who is flying, in an unreachable place or even behind cover
9:51 sounds like a sword fight, you attack, your attack gets parried, your opponent attacks with the new opening and you parry until one of them can't react fast enough. this could lead to magic duels being as quick as sword fights irl are. which is interesting
Jacob: I wish there was a counter to dispell magic. Also Jacob: literally just talked about counterspell xD
>ignores the stipulation about needing to be used on a spell
>complains about it being too useful
alright
A lot of people in this comments section seem to also not understand that it only ends the effects of spells not just any magic
@@fallendeus His main problem with it is that it can dispel stuff like Shield, Absorb Elements, Blade Ward, Blur, Minor Image...and other utility spells wizards pretty much need if they want to have a minimal chance at tanking damage at low level. It can make hours of planning within an encounter totally redundant since in one turn you can get the Party Wizard to fuck up his wards and then send the Fighter and the Barbarian to give your dungeon boss a bad case of axe to the skull. I personally don't agree with him, because when you plan an encounter, you take into consideration more than just the boss (he himself does so if his encounter in Out of the Box Encounters is his average) but I kind of understand where he is coming from.
@@TheBayzent then your big bad wizard should have a contingency spell already cast and ready for the fight.
DM's, Glyphs of Warding are your friend.
Any and all casters know prep time is king and queen for a mage.
I've 1 v 7'd MY FELLOW PARTY because I took the time to prep and set up the location we were to fight. Glyphs of Warding, Molding earth to make traps and limit lines of site, Pits with skeleton armed with basic magical knives to get dog piled in. It took 5 in game days but it made the damn fight a cake walk, a collection of undead buffing me in a bag of holding with rings of spell storing, a collection of wands of magic missile in the hands of casters to barrage and melt the tank from afar.
Lesson is, Make the High INT BBeG actually use his high INT and diversify his defenses and not rely on only the spell slots they have at base.
@@pg21justus-46 glyph of warding, contingency, clone, simulacrum, if you big bad wiz boy isnt using these he needs to hang up his pointy hat and turn in his wand cause he's doing it wrong. Glyph of warding, his best friend and gives him the ability to basically stack concentration spells on himself OR those dastardly adventurers raiding his home. Contingency, oh they just cast dispell magic? You just triggered my trap card, here let me have all those spells you just dispelled immediately turn back on OR let me just yeet right out of this fight if im about to die. Clone, i mean its a fucking clone enough said... your wiz boy should have like a dozen of these ready to prolong his life. Simulacrum, why should the wizard be the one to actually do his own fighting?
As a 10th Level Hobgoblin Abjurer in my group, I freaking love the Dispell Magic. Nothing says: "I was useful in this encounter" like dispelling 3 Slows and countering 4 Spells.
You only have to remind the DM to not just throw more non-caster Things your way instead.
I think that's more a DM problem than a Player Problem, rarely saw a player go: "That was really lame you dispelled Hold Person on my Character, I like the possibility of dying"
I mean if you three casters at you, you can only dispel so much magic a turn and they have more spell slots than you hell just two casters will get the job done
Summary of this video: This spell is a problem if you interpret it wrong like I do. Fix it by making a spell that interprets the rules correctly.
“I’m not saying don’t take dispel magic I am... no wait, that’s exactly what I’m saying.”
"There should be a counter for dispel magic." Its called counterspell and it was mentioned repeatedly in the video. Or, if its after the fact. Why do you a need a "reignite magic" spell.. just recase the original spell! Depending on house rules, this might not cover magic items, but I'd make dispel magic on anything that isn't a spell effect either temporary or not work at all.
Also, it sucks for players too. Was in an encounter last night, caught 5 enemies in an entangle, only to have it immediatly dispelled by a pixie, totally wasted my turn and the spell slot. Dispel magic has its uses for sure, maybe could use some tweaking to make it more difficult to use.
The counter to Dispel Magic:
Counterspell.
Counterspell is a reaction, taken by a Sorcerer, Warlock, or Wizard when they see someone cast a spell within 60ft of them. Sure, Dispel magic has a casting distance of 120ft, but how many times are encounters taking place where the *full* range of Dispel Magic can be utilized? Not many from what I've been able to see or experience.
I wonder if homebrewing Dispel Magic to have the Ritual Tag would change the dynamics...
@@kylethomas9130 Giving Dispel Magic the Ritual tag doesn't change the dynamics in any way that would be immediately 'helpful', other than making it a free spell if you opted to cast the spell over ten minutes instead of the normal single action cast time.
If you meant by Homebrewing it that you could *only* cast Dispel Magic as a ritual, or in other words modified the casting time, then sure. That would definitely change the dynamic of the spell.
@@kylethomas9130 There's an easier way to change the dynamics, if your caster is in their hideout, they've made it so they're under the effects of a bunch of defensive spells, with dispel magic only removing one spell at a time due to it being a layered defence, or it removes the spells for one round.
Both solutions alter dispel magic's combat effectiveness while not changing a single bit of how the spell is written and makes battles a bit more interesting then "I cast dispel magic and now the guy is screwed".
Also I made some minor tweaks to some spells including True Strike and Counter Spell,
For counter spell I made it so a Nat 20 changes the target of the spell instead of nullifying it,
with the added bonus that, of all characters that have counterspell, if the one with the lowest initiative successfully counterspells a spell, both the original spell and counterspell will be treated as the first move in the next turn, meaning it can be counterspelled again.
And yes, this does mean that counterspelling a spell for 3 turns straight is perfectly legal.
Which might just be worth it for that 9th level Delayed Blast Fireball that got multiple turns of bonus damage in.
I cast Sending at Jacob, "why do you hate all the things my character does well?"
From the Abjuror gang
This is essentially Jacob being upset about a spell because he runs it wrong
That's almost all his videos
Yeah that's basically his entire channel
Dispel Magic works on magic items. Explain how he’s running it wrong.
@@Just-Call-Me-Kaminari dispel magic does not work on Magic item. You need to reread the spell. It says you may Target a person an object or a magical effect. if you are successful one spell affecting the target ends. It's specifically only works on spells. It does not work on magic items. It does not work on things like a vampire's charm. They are not spells.
Elamdri; Explain how Magic gets put into an item for me. When crafting magic items, how does that work ?
"Any spell on the target ends." It doesn't turn off the creature or the item. It only ends any spells on the target. And as for magical effects, looking at how it's written, it only ends magical effects if those effects are spells.
You can also try: circumventing this by simply planning for the fact that your players might want to use dispel magic so that way the encounter you worked so hard to create doesn't fall to pieces because of one spell. You're literally the DM.
Real
No shit...like, OMG!
2:26
*Face palm*
You're right, I'm an *E* *e* *E* *e* *E* *d* *Y* *i* *T*
Aw, cheer up, Ren...
Dispel magic has a particular purpose: to break other spells. It has no effect on a vampire's Charm ability or any other magical effect that isn't a spell. It also does nothing to the properties of a magic item. It can, however, end a spell cast from a magic item or from another source. D&D Mar 21, 2016
I don't mind Dispel Magic because:
1) at low levels, burning a 3 level spell to dispel a low level CC spell on a target can mean 1 less 35 damage fireball on my mobs.
2) at low levels, if my wizard NPC is worth his salt, then his arcane lock is going to be cast a higher level making it a higher DC, so dispel will likely fail.
3) I personally rule that permanent spells like multiple casting of N. Magic Aura cannot be dispelled short of a level 5+ casting (depends on the permanent effect and who's responsible).
4) Since it cannot effect magic items, magic traps, while Detect Magic MAY tell you where they are, dispel magic does not render them inert (I've had fun with this one).
5) At T2-T3 levels of play, if you manage to CC a PC, who already has buffs on them (say bless and Haste) and another PC uses dispel on him, there goes his buffs too.
and finally
6) Most players i've played with forget to prepare this spell anyways haha.
Side note on the pandemics in D&D thing you mentioned Jacob:
How many Clerics and Paladians are going to be able strong enough or have the resources to constantly be using restoration/LoH? They cure the victim, but don't make them immune. If this Covid-19 shows us anything, a handful of clerics and the odd paladin would not be able to actively eradicate a disease in a city.
Mix in the limited number of spell slots per day/LoH HP pool, that's not enough and i hate when people bring that up... not every NPC spellcaster is going to be Level 15 and casting spells for free to the party or denizens on their area.
When people talk about the effects of D&D spells in the world, they always forget how much effort and energy each casting of the spells takes. I've heard people saying that "create food and water" would render farms and farmers useless. Yeah, like every person in the world would have access to and be capable of studying its ass off until it can cast 3rd level spells, and once it gets there, he would spend all its 3rd-level spell slots with effin' "create food and water". Makes no sense.
Frankly as player I've completely given up on Dispel Magic because my DM does these things. There is absolutely no point in me prepping it if the magic traps can't be targetted, and every concentration spell is cast at some high level so I have to roll - wasting my entire turn and a 3rd level slot on a
@@rafaelbordoni516 you forget the the level 1 transmutation spell goodberry.
@@deathincarnate Yeah, this one is truly the one spell that could completely change the economy of a setting. I "soft nerf" it by having it only magically satiating you for the day, but not providing nutrients for your body so you can't subsist on them only. But of course, it's all just flavor text, the players can eat as many of them as they want, no one is tracking it.
Other than that, there's unseen servant. That's the one that would make farmers obsolete, or at least multiply the workforce of almost any job. In the end, it all comes down to access.
@@rafaelbordoni516 That Goodberry nerf is an amazing idea.
My warforged artificer was killed by a dispell magic spell. I know the feeling.
......how?
@@MayHuggerI know the answer is probably the DM ruled war forged were magic items like the video would imply about fire elementals
But I want to imagine that a high level illusion wizard made a bridge that could be real enough to walk across, and then an enemy spellcaster pulled some looney tunes
I like how you start the video by explaining how you made it a much bigger problem for yourself than it ever would have been.
Dispel Magic is an action. As much as it *can be* a turn-canceller, it is guaranteed to suck up the turn of the creature that casts it.
Also, because RAW it only dispels spells (the thing in the title) it's very easy for a DM to make plot magic come up that isn't affected by Dispel Magic. The spell still remains incredibly useful so long as any enemies are capable of casting any spells (whether an archmage enemy with big spells or even a small spellsword with a few low-level abjurations).
Counterspell is the real issue if you want to start a fight tho. Reaction to cancel a turn? Yikes. Nevertheless, they both have their limitations.
Well, dispell magic works on a tarrasque..
@@adammcfall5133 What? A Tarrasque can't cast any spells, so dispel magic would literally be useless against it, right?
@@ammonkunzler3948 srry I didnt specify, clockwork tarraque:
www.dandwiki.com/wiki/Clockwork_Tarrasque_(5e_Creature)
Counter spell is in the same boat, isn't it? They don't know what spell they are countering, just that they are spending a spell slot to keep you from hitting them with some unknown effect. Yes, it is a reaction but that can be argued as being worse for them because they are using up slots at a higher rate. So if you plan it out you can have them run out of slots before you. Or just keep the party from being spelled long enough that the fighter can hit it enough times with his flavor of whacking stick.
I really don't get how he finds Dispel Magic confusing (then cites Magic Missile as a simple spell when it has some pretty non-intuitive interactions).
Level 9 counterspell: "haha what the fuck is the wish spell"
dispel magic: * 3 rolls later * "ok it might be magic, let's hope. If it works, well fuck that entire magic castle"
I am perfectly fine with Dispel Magic and Counterspell. He says it's the "you don't get a turn this round" spell, but basically it is the "I use my action to negate your action!" Spell. Which means it is an Action Economy trade off. Counterspell is different, but requires you to be able to see the caster using it and can only be used as a spell is being cast.
"It goes out of the box to step on the box"
WoD fans: "First time?"
“Dispel magic”
*NO COUGH NO COUGH!*
The way I rule it in my games is for a temporary magical effect (spell, buff, etc) dispel magic nullifies it. For more permanent spells (traps, items, etc.) the effect is temporary, depending on how strong that magic is in the first place.
I personally like the spell, as it provides a check on both the players and the DM and can make for some pretty clutch moments (and likely won't be overused for the mere sake of trying to get that clutch moment)
I really don't get the point of this video Jacob, for one, even in your other videos, you seem to be constantly conflating flavor with actual mechanics. I just wanna say, flavor can be whatever you want it to be, if the mechanics stay the same for balance and for fun reasons. Example if you flavor Flaming Sphere as a sort of Flame Clone of your character that also attacks enemies but it does the exact same thing mechanically as Flaming Sphere, then that's perfectly fine and legal, even one of the WotC designers themselves (I can't remember whether it was Perkins or Crawford) said that anything in the game is fair game to be reskinned or reflavored. Now with that out of the way let me get to your points in chronological order.
1. The first example makes no sense like, at all? That hypothetical with the elementals and the magical stone, if your point with that was that you can use Dispel Magic to turn off the magical stone in some way, according to the rules, you can't, as magical items are unaffected by Dispel Magic. So the scenario would go the same way that you described when you implied it to be cool and before you even mentioned Dispel Magic, I don't see how a PC wizard dispelling Mage Armor or Fly on the enemy wizard is somehow bad, and your implication that Dispel Magic is just a "Turn Off" switch for magic is just wrong according to the rules.
2. "Dispel Magic is like a kick in the nuts to your week long planning". Okay let's see what you mean. "Mage Armor? Dispelled." If the PCs are silly enough to dispel a 1st level spell with a 3rd level spell thats really bad for the PCs, not the wizard with Mage Armor, resource economy *is* a thing in 5e. "Magic Item? Dispelled." Dispel Magic can't dispel magic items. "Almost anything in D&D can be categorized as magical" this point is irrelevant as Dispel Magic doesn't do anything to magical effects, it only affects spell effects, which according to the rules are different things. "Choose one creature, object, or magical effect within range. *Any spell of 3rd level or lower on the target ends.*". "Dispel Magic can dispel cantrips" Again if the players are silly enough to use a 3rd level spell to dispel a CANTRIP, then they're seriously losing the battle resource-wise.
3. "I consider most things in D&D. magic and spells, they're mostly just the same thing" again, the rules do not care how YOU flavor magic in YOUR world, in the rules SPELLS and MAGIC are different for a reason, and Dispel Magic is one of the reasons why. Also, Dispel Magic works on only spells that don't have a duration of " instantaneous", this was errata'd in 2017 so as to not allow Dispel Magic to work on zombies created for Animate Dead for example. So the things it can actually dispel are much slimmer than you thought.
4. "it's really frustrating how inconsistent the spell is." Yup, agreed, it's a pretty complex spell that they didn't do a good job of explaining, doesn't mean that it's mechanically broken though.
5. "It's a spell that gets rid of things". Yup it is, it is a spell that gets rid of things because there are so many super powerful spells in 5e that can instantly win an encounter, and having no counterplay against that is just silly game-mechanics wise. With your Ignite Magic suggestion, Leomund's Tiny Hut becomes broken. The one thing that spell had as a weakness is that it can be dispelled. But with your ignite magic thing, what's stopping from the player to cast Ignite Magic on the dispelled Tiny Hut? Good luck getting though the Tiny Hut now. What if an enemy wizard dispels a Hypnotic Pattern placed on most of their allies, and then the PC wizard on their turn can just... Ignite Magic and place it again on them with no save, that's just far more broken than as it is right now. And these are only the things I could think of on the spot, I'm sure there are many many MANY ways to break the game using Ignite Magic.
6. "There is no counterpoint to this spell." Counterspell is a counterpoint to it. Dispel Magic costs an ACTION and a 3rd level spell slot. So that means a caster casting Dispel Magic is basically hoping that things get back to normal as if that spell isn't cast while using up their ACTION and thus their whole turn and a resource doing it. A caster that just casts Dispel Magic on anything including cantrips is playing a caster horribly wrong. Also, as was stated in some other comments, you can just cast the spell again, that's another counter point to Dispel Magic.
7. "It would be cool if you could have these wizard battles where they're constantly trying to get spells off but they are always like denying them, remaking them and making them more powerful, that would be interesting" But that's exactly the game as it is rn. "Wizard trying to get their spell off" wizard casts some spell. "but they're always like denying them" enemy wizard casts Counterspell or Dispel Magic. "remaking them and making them more powerful" wizard casts the same spell but at a higher level.
8. "Dispel Magic and Counterspell are frustrating" They can be frustrating if you don't know how to play against them or how they work, yes.
I agree with you.
1. Yes. You can't just turn of magic items. You might be able to supress them for a while, but not remove. I think Jacob just do not know how the rules for the spell work. Also. Both Mage Armor and Fly is meant to be able to dispel. How exactly are you supposed to gain the advantage or even be able to fight a Hobgoblin Devastator as a level 5 party if you can't dispel magic and do not have much ranged options. He can just stay up in the sky and rain down death. You can however just dispel is fly and feel great when he falls 40ft and take 4d6. Removing Mage Armor can be a very good strategical choice. However if you are at the point your martial tanks have reached the mages, the fight is over regardless. You should never throw in a single enemy against a full party, especially if they can go nuclear.
2. This is just a failure in planning and bad planning."I made a mistake" is a common song in my group when it comes to planning, but we roll with it. However I say that Dispel Magic might not be able to dispel permanent magical effects, but they can be supressed.
3. Agreed. This is a faliure for Jacob and his world building. in D&D magic comes from the weave. Magical items are permanent in the weave. A magical effect is like the surface of undisturbed water. Dispel magic is like throwing a rock into the water and breaking the spell.
4. I never seen it as that inconsistent.
5. This ignite magic is just stupid. It is called casting the spell again. Again. Dispel magic is like you throwing a rock into water making rippels large enough to disrupt the spell. Casting the spell again IS reigniting the spell.
6. Yes. Counterspell is the counter spell to dispel magic.
7. Nothing to add here. This is what a wizard battle is.
8. Yes, they are frustrating. The point of them is to remove spells and end magical effects at the cost of resources. But if you do not plan to exhuast players resources you are just planning incorrectly. I make all my dungeons with the goal to exhaust players resources. Allowing players to always go supernova is a bad thing.
To a degree, I do agree with you, but I will say it does depend on how you run your sessions as a DM. RAW You are 100% correct, but not everyone plays that way. I personally would consider everything you brought up to be a real concern for me as a player and DM since that is the way I like playing D&D, however other people may not enjoy the same thing. Similarly, if a DM decides to let the players long rest more often, or the campaign does not take place in dangerous places (places you can't take a long rest like a dungeon) then the problem with resource management goes away.
I agree with some of your points, but I have to disagree with your blanket statement about flavoring. I've been watching XP to Level three for a good year or so, and honestly, I feel as though he does address some issues with D&D.
Flavoring is fine as you said, but introducing new homebrew mechanics is one of the joys of D&D 5e, and I think in most of this channel's content they do a good job of discussing this.
@@falsegood5696 I think you misunderstand. XP to Level three do have some problems in his videos. This video and his latest "magic missile" shows that problem. Even if "magic missile is just supposed to be a joke, the problems with the spells only show up because he doesn't follow the rules as they are supposed to work. How can a 12th level Wizard cast Time Stop and a Magic Missile as a 9th level spell for 10 turns without breaking the Time Stop spell?
Flavoring is fine, but XP to Level three allow that to overshine the rules to the point the flavoring is the rules, and the rules are the flavoring. When you do that, you have no right to complain about some spell being "broken" or bad. You have made that spell that way, not the game. You can't say "X is dumb" when what makes it dumb is your own dumb homebrew content.
@@falsegood5696 If you play the game differently than RAW, you can't just complain about some aspect of D&D that doesn't fit into your homebrewed system right? It doesn't amek sense to criticize the sytem when you aren't following its rules. The fix to this problem that is made by homebrew rules is to stick to the RAW rules, unless the homebrew has some other purpose, but to me, having magic and spells be the same offers no real flavor or mechanical draw, it only adds problems, if you can find some positive from it, feel free to name them. Also that's not the resource management I was talking about, sure, if the campaign has lots of long rest then the wizard needs not worry that much about conserving all of the spell slots. The resource management battle that I was referencing happens because, If you spend your 3rd level slot to cancel a spell that's lower than 3rd level, that means that your 3rd level slot which could be used to cast a 3rd level spell(which are much stronger than 1st or second level spells) is gone, whereas the enemy's 3rd level spell is still ready to cast a much more powerful spell. If you spend all your resources on dispelling and counterspelling spells that need not be cancelled, you'll end up not doing anything useful, as you'd spend your action and resources on something other than proactively battling the enemy.
Homebrew discussions necessitates actual in depth knowledge of the system before you attempt them, as the saying goes "you need to know the rules to learn how to break them", otherwise you end up fixing something that's not broken, and breaking the system that was fine in the first place, like what Jacob does. I've watched him for years as well, and I know how he criticizes the system, I feel like it almost always comes from a lack of knowledge on his part. This is not to say all of his views and criticisms are invalid, it's just an observation.
This is a fantastic breakdown, bravo
"Dispel magic is the kick in the nuts to your week-long plan"
Yes. That's why I use it.
Yes you're effectively cancelling their turn, *but you're spending your own turn to do it*
That is why you factor in Dispel Magic.
You dispel magic the stone and the dungeon starts to shake and quake. Now you have to fight your way out of an army of unbound elementals no longer under the influence of the greater elemental, before the dungeon collapses in on you.
If you aren't fast enough, the nearby town could be decimated by elementals, too. All due to the fact you dispelled a magical effect you didn't fully understand.
A sneaky investigation could have told you how it could backfire.
I love this omg
Just as long as you don’t seem too punishing, make it possible to stop the consequences for being so severe if they put in the effort
"Sneaky investigation"
DUMP STAT, DON'T FAIL ME NOW!
Or you simply re-read the spell and realise that it only works on spells and not magic items so Jacobs problems never come up.
You couldn't dispell the stone to begin with as thats not how dispell magic works also even if it did the stone in this equation easily has a 6th level spell like effect well outside the range of dispell magic
The high ground is a non-magical effect so it can't be dispeled
Just wait for when they release Mordenkainen’s Disjunction as a 5E spell.
Future video ideas based on this (very bad) premise:
-Turn Undead is Dumb
-Banishment is Dumb
-Modify Memory is Dumb
-Greater Restoration is Dumb
These spells, like Dispel Magic, have specific limitations and use cases, and besides Greater Restoration, are based on a saving throw. ("I hope the dice rolls are high enough!")
I can sit around thinking of hypothetical sessions where each of these spells totally ruins my plans as a DM (funny how he starts off with this hypothetical, yet seems to have no stories of it actually causing problems, almost like it is balanced and isn't actually disruptive to games), but all of those situations would require me being really bad as a DM, to ignore my cleric's abilities when designing my undead bad guy, to not have any backup plan for a creature being banished instead of killed conventionally, not being able to roll with some creative shenanigans with memory modification to sidestep entire encounters, or heavily relying on some negative effect that gets Restoration'd.
All of these become even more problematic if I *extend the powers of these spells beyond what they actually are in the rules,* as he did with Dispel Magic. Greater Restoration is not a cure-all panacea that regrows limbs and ends all bad things connected to you, and it would be silly of me to misread the rules, say it does, and then make a video complaining about it. Anyway yeah that's all I have to say.
1: you could use wish to disable dispel or allow mending to repair spell
2: use mirror image
3: use counterspell, it a reaction
4: You could cast silence on the caster to prevent him of using dispel and a bunch of other spells.
5: mage's kintal and other poison are great against any spell caster, some reduce int, sag, cha, hinder/mute
6: use anything that hinder the caster or mute him
Im sure there is a lot more that i haven't found yet and some of the one presented here can be used in a lot of creative ways...
Thanks to BigDickWizard6969 I’m dreading the day my wizard wants to use Dispel Magic.
Before the whole "WotC agrees that Counterspell needs to be cast blind of what the spell is", I had my players fight a wizard and the party's warlock had both of his spell slots countered by the wizard with more slots.
He was rightfully salty about that. Ever since - we go with the WotC ruling.
Dispel magic is in the same boat. It needs to refer to the effects of spells only, or its busted. I wouldn't mind dispelling Mage Armor or similar effects like Jacob seems to have a problem with, but it's not going to work on magic items or seemingly magical creatures or non-spell magical effects. It's a useful tool but it doesn't solve literally everything.
You're welcome for that Abjurer-phobia ;)
to be fair the counter to dispell magic exist... it's counter spell or you know, you can just re-cast the spell that was dispelled ? isn't "re-ignite spell" just a wow way to say "i re-cast the spell" ? because if a spell such as " re-ignite spell" exist it will still use a spell slot so you know just recast the spell? unless you can make it a cantrip or a bonus action but that would break the game in the exact opposite manner;
look at that my 1 minute spell just ended... how about no, let's keep it for another minute
Exactly. Although I would concede it can be a problem for permanent spells that need to be re-cast over a long period of time (forbiddance, private sanctum).
The difference between re-ignite and recast is spell slots. If you cast a 6th level spell and reignite it with a ~3rd level slot is different the using another 6th slot to cast it again.
@@colinnewey7965 and that would still break the game cause a lv.11 wizard now have 9 spell slots of 6th level... instead of 1
maybe it could be used to re-enchant broken magic items, objects, teleportation circles the players found and fixed
@@inferniep90 They should probably do something different than spend 6+ rounds failing to cast a single spell.
i cast dispel video
@shcrodinger's youtube I cast dispel on your counterspell making his dispel video work
I have a suggestion: Change Dispel Magic to vary from just instantaneous, to possibly a concentration spell. The time to cast the spell and its effectiveness are decided based on how much you know about the spell that you are trying to dissipate, and how much time was originally spent to cast that spell.
The flavor is that you can't just make magic go pfft and stop, you have to know what it is and which it is first, and study it much like the caster has, so that you can unweave the magic they had weaved.
Mechanically, when you decide you want to dispel something, you have to be willing to make the risk for it to take longer than a turn, possibly leaving you vulnerable if it's a serious enchantment.
For example - you spent a week perfecting a magical minion that you control in the critical battle? Opposing spellcaster has to make an Arcana check to see if they recognize the spells you used. Time variance can be instantaneous if you nat 20, concentration of 2 turns to a minute if everything averages out, and maybe several hours to half a day you're not well versed in these spells. Effect variance can start with a minor effects that costs its reaction for a round, become impediments to stats, attacks and saving throws if you get decent results, and total shut down if you nat 20 or something.
I'm just brainstorming here, but that seems flavorful to me.
I loved this brainstorm, did you make a final version of this incredible idea?
My dm set up an encounter where fire dwarves are destroying a forest by travelling through a portal to the plane of fire... We were supposed to go through once we beat the dwarves... But before combat even starts I roll a nat 20 on a dispel magic on the portal and we destroy the dwarf... And after that, another portal opened a few days later and we rolled a lot of 20s on stealth to get to the salamander sorcerer boss that was 5 levels above us... We rolled 2 nat 20s and killed it before it's first turn... He had planned that encounter for a month
1:18 "And the players are there! ... They have a xorn." Reminds me of last session when one of my players randomly tamed a maw demon he was supposed to kill. Now they have a pet maw demon.
Basically it sounds like he disslikes everything that solves a problem easily. Everything should have a dice roll so the PCs can't succeed without rolling a dice. Whenever a character suceeds he wants to change the rule so the PCs can't suceed, so he can show them what he had planned. Having your plan fail is part of the process as a GM, it's not your game, it's a group effort.
That's completely fair. Easy fixes are nice and everybody wants them, but dynamic play is fun. He already seems to recommend expanding the spells use (beyond wotc rulings), which just makes the spell more problematic for him, but more dynamic. "No" is not dynamic. "No, but maybe ..." is dynamic
I mean, undoing all that work with a single spell is really dumb.
@@Archonus Well, first of all not all that work. The party still went on the adventure, at worst they cheesed the boss. Dispel doesn't get rid of all of those maps and narratives that DM set up, just magical effects, one roll at a time, one dispel for every creature/object.
Lets say, the mage from the video gets dispelled, he loses his mage armor and fly. No rolls. He takes some fall damage but is still alive. OP af. If those were his only trump cards, he probably isn't higher than level 6 himself, which means he has at max 36 + con bonus health. Now, tell me, why would you bother with dispel, when you could've had a fireball in that lvl3 spell slot instead? On a failed reflex check that wizard is dead. If he survives, he could still lose concentration on fly and drop to his death. You have tons of reliable aoe damage that will be useful in almost any situation vs a spell specifically designed for this sort of encounter and otherwise useless. Yet they both do the same job here. So which spell is OP?
There are some spells that are created to game the system, potentially cutting entire plot threads/quests/npc interactions set up by DM. Scry, locate object, teleportation, transport via plants, wish and more.
@@Archonus If dispelling a level 3 spell could supposedly destroy all that work, then there probably wasn't that much work put in to begin with. That's like propping up a stack of books with a toothpick.
There is no reason for the players to be in a position where they can destroy everything that you've built so easily unless you either really screwed up at some point or they worked their asses off. In either case, they have every right to do so, because overcoming obstacles and growing is kinda the point of the game. If the reason they managed to do so was your mistake, then learn form it and move on, otherwise the players did something clever and should be rewarded for it.
Nothing was undone and the players go home happy, proud of what they managed to accomplish, exactly the way it should be.
@atombrain111 Dispel Magic is not an all powerful off switch for every magical phenomena. It specifically only works on cast spells, so it's uses are fairly limited in scope. Given that, I'm not sure how your players could possibly ruin your plans in any meaningful way or significantly turn the tides of a fight in a way that wouldn't feel rewarding. If you've been letting your players use the spell incorrectly and that's causing problems, that's something you're going to need to address as the DM. Otherwise, don't have entire things hinge entirely on a single low level spell unless you've planned for the eventuality of the players doing something about it. You don't need to tell them it doesn't work, just have some backup for when it does or have the original caster use the spell again. "It works, but..." is a hell of a lot more interesting than "You fail because of X and Y".
Wizard: I cast fireball
Enemy WIzard: Dispelled!
Yes
BigDickWizard6969:"I cast Fireball...at 9th Level!"
@@BigDickWizard6969 you suck fireballs, and level 9 counterspell/ wish is much better. Wish can give me the ultimate fireball!
@@Ben-jl2rh ive seen a argument between a red and blue planeswalker in the wild lol
Metamagic feat: RECYCLE MAGIC ENERGY. If your spell get dispelled, you regain the memorized spell and can twin a spell of that same level on your next turn for free. Both the twinned spells are undispelable, as well as giving 1 electric damage to wizards who try. The damage is randomly timed during their next turn (possibly breaking their concentration).
The change in tone between the edit and when he continues after is hilarious! 😄
I'm a DM and I realy like dispel magic, it's great to see a face of a player who is really happy that he overcame an obstacle. (if there is a grammar mistake, i'm sorry boys)
Well, if you want to plan against dispel magic, you need to work on its limitations: 1) buff multiple creatures instead of putting multiple buff spells on a single one (as there is no AoE version of dispel magic) 2) upcast your spells if you can to make the enemy roll for dispel 3) hide the spell effects so enemies don't know what spells are in effect on who 4) prepare counterspell for when the enemy is gonna try to use dispel magic :D
there is an aoe version of dispel magic, it's called antimagic field, but it's 8th level so it won't often come into play.
@@dragohammer6937 I see your point, but I would argue that antimagic field does not pose the same problems as dispel magic. Out of combat because it does not end spells but simply suppress them for a time. In combat because 1) it's centered on the caster and only 10-feet radius, so very limited in its usage and 2) it's a concentration spell. And also, yes, it's an 8th level spell so… not a lot of use.
so basically play around a blue player on MTG
I mean a easy fix is just to make the magic item / creature turn “off” for a set period of time then have it turn “on” again
i was listening to an inapproriatly intense song for the video and it hit exactly the right moment and vibe, ("Standing here, the way aheads becoming clear") as jacob says they get to the final room.
"It goes outside of the box to step on the box" I'd my new favorite phrase
I feel like there was already a video on this channel that is a great example of why dispel magic is dumb...
ua-cam.com/video/bxtRFFgM7k0/v-deo.html
why would you want to spend like an hour playing repetitive 'hit-miss' combat when you can just win using your class's abilities and your own wit?
@starshipeleven It's actually a lot less dumb, in the sense of the game itself, for the characters to want to get stabbed as little as possible. No clue why anyone BUT the dm would dislike this type of thing, as it makes sense for their characters (considering they aren't masochists) and they still get the xp once they finish kicking the de-clawed wizard.
@@maromania7 in very early dnd xp was only rewarded in the amount of money that you got out of a dungeon, As a dnd character, you had to avoid combat as much as possible, or your character would die. It was just like that. Characters were a lot more fragile, and they needed to avoid combat (which is more realistic, though I understand realism doesn't necessarily make a ttrpg system better). I do understand your point though, I can't say your really wrong if you're referring to 5e
@@maromania7 no dnd is a game of wit and problem solving. Fighting is a means to an end not the end itself since the original inception of the game back when being a murder hobo was the norm. Lighting the entire dungeon on fire was a legitimate strategy, well so is shutting down the enemy caster.
Aren’t there only like 5 class abilities in existence that don’t involve dealing damage or helping your allies deal damage or preventing your enemies from dealing damage?
@@gingercoleslaw615 no, not necessarily many of the ability do have damage dealing potential but that's half the story. Most of them have some utility outside of combat like rage for example which gives advantage on str checks.
So..."dispel magic dumb because I didn't plan around players using tools at their disposal"?
Essentially. He brings up a point about vagaries in what it can and cannot effect, but that's something that should be concretely decided upon once a player chooses to take the spell.
Also, his idea about creating a spell that's only purpose is countering Dispel Magic is bad.
@@cryw1092 not to be rude because I'm sure a lot of people do like his stuff, and I do as well simetimes, but it seems like he's just not super prepared as a DM. It's kinda a trend with UA-cam DMs where they're,,,kinda bad? Most notably puffinforest.
Lolzdog I think he’s also saying that dispel magic somewhat restricts the DM’s ability to create interesting encounters due to it being able to ‘shut down’ a magical effect which might be the focus of a story
@@peggells5168 It can only shut down the magical effect if it was caused by a spell unless otherwise specified, according to the rules for the spell and the precedent set by that smoke bomb thing he mentioned. If he doesn't want Dispel Magic to work on this magical effect, then he can make it so that it is not a spell effect. If he can't do that, then he can make it multilayered and higher level, so it will require multiple expenditures and attempts to completely dispel. If that doesn't work, then he can make so that, rather than eliminating the effect, it simply disables it temporarily. All of these can allow for interesting scenarios and options for the players.
These aren't difficult solutions, they simply are not the first thing to come to mind. A GM needs to be able to design an encounter that functions as a good experience for the players while also being fair and functional within the rules provided. Dispel Magic can be a part of that, but not if the GM is unwilling to be flexible or fully understand the rules.
I have ranted a bit here, but I wanted to expound on what I was thinking about in text form.
@@peggells5168 the issue there, is it's a creative solution that isn't just "I cast fireball until my problems until my problems are gone" like, if the issue is that the magical thing is being taken down by dispel magic. just make it physical. the players have tools for a reason and it gets boring when the players are restricted to "i do damage next turn" all the time because the dm can't think of anything more interesting.
creativity is the solution to these "restrictions" on both ends and the DM is the one who has to get creative first.
I have a cleric who likes casting dispel magic against her wizard nemesis as it is quite effective. He was intelligent enough to lure her into a dungeon where he'd prepared a glyph of warding that would be triggered by the words at the start of casting dispel magic. 5d8 electric damage later, she is finding new ways to deal with him.
What about a story where the big bad is a guy that hates magic and magical creatures like a lord Farquad type and he does some dispel magic ritual where it slowly drains magic from the land causing a plague because everyone and everything has at least a little magic in them and you need to find a counter to dispel magic
The way I handle this method is with Law and Chaos. Most wizard spells are mathematical formulae, so those would be classified as a Lawful aspect of the universe. If a wizard casts dispell magic on a wizard spell or any magic effect created by lawfully aligned individuals then it poops out of existance.
But I run sorcery as Chaotic Aligned magic, especially with wild magic, and I see chaotic aligned magic as unpredictable, so if a lawful aligned individual tried to dispell the effect created by a sorcerer or a chaotic aligned individual then they might just accidentally alter the spell. so wizards in my world tend to study how chaotic magic functions so they can make their spells harder to dispel, and sorcerers try to understand the more mathematical processes to trip up other sorcerers.
Picture it like this, when a wizard casts a spell, its like they stack some blocks, perfectly square blocks that form a wall. When a wizard casts counterspell or dispel magic, they know what blocks to remove to take down the wall.
Picture Sorcerers, on the other hand, using clay that molds and shifts and mixes in with itself. When they cast a spell they just warp alot of different clay together, and when another sorcerer tries to dispel it, they just mix in their own clay with the wall and break it from the inside.
To continue with this analogy, the two can learn alot from eachother.
If a Sorcerer tries to cast a sorcerer spell in a more Lawful manor, they instead form their clay into block like shapes, then meld the blocks together, trying to use chaotic magic to make a more lawful representation of said spell, and wizards can misplace or shift their blocks around to try to "procedurally generate" randomness, using lawful magic to create a more chaotic representation of the spell.
The short end of it is this, when I have a player or an NPC cast a spell, they cast it normally, but they can train to learn how to shift the alignment of their spells, so when someone tries to get rid of it, through counterspell or dispel magic, they impose a negative or bonus depending on if the other person tries to counter their alignment.
When trying to dispell something, you try to match the alignment, and when your trying to prevent your spell from being dispelled, you try to use oposites
That's really cool. I may steal that for my Starfinder games (now I will be able to properly diferenciate how technomancers and witchwarpers use the force to cast spells which is something I was struggling with).
I'm still sad that Mordenkainen disjuction is not included in 5ft edition.
How is the wording inconsistent?
It tells you what you can target, then tells what it does.
It cancels SPELLS of 3rd Level or lower
Spells are clearly defined, and nowhere does it say that every magical effect is a spell, because a lot of them don't fit in this category.
So IF you desperatly wanna break the game by letting your players dispell elementals and stuff, that's on you.
And even then, you can try and set a DC appropriate for it.
Yeah I'm not entirely sure where the fuck everyone here is getting the idea that this fell magic can affect it just anything. Like you said the spell only says it can end it the effects of spells that are affecting an object or creature. If an earth Elemental had bestow curse on it dispel magic will only ended bestow curse, if a magic item is cursed it does not make the item no longer magical. Honestly this entire video in this comments section really pisses me off because people do not know how to fucking read apparently
Even them, there's a specific spell for sending back summons, that's Banishment and Dismissal, if anything, i think DnD have too little spell control.
This is what the influx of 5th edition players cause to happen...... it is all kewl furries and silly fairytale interpretations of simply rules
If they were truly nerds they would observe that rules are algebraic equations and we could definitively show them how it all works... but then they say.... "But I want a cute badger"
And you stand there wondering how you got the bus stop with your pants off.
Best usage of one of those "disease that the paladin and cleric can't heal thing" was what one of my friends did in a game he ran where a single gear used in a towns water purifying system was letting off a disease so paladin's and clerics can totally cure it, but without knowing what the cause of the illness is they'd just immediately contract it again. The section of town was quarenteened and while myself (The Paladin) and the parties artificer both immediately assumed it was something in the water supply sorting out WHAT was causing it was the challenge.
You activated my counter trap card, "Counter Counter."