Counterspell

Counterspell
Type of Feat: Spellcasting Prerequisite: Use of Magic Use: Selected (mode)

To use a counterspell, you must select an opponent as the target of the counterspell. You may still move at full speed as well as attack and cast spells but any action other than walking will leave you unable to perform the counterspell

If the target of your counterspell tries to cast a spell, a Spellcraft check (DC 15 + the spell's level) is made. If the check succeeds, you correctly identify the opponentâ€™s spell and can attempt to counter it. If the check fails, you can still attempt to dispel but you cannot use the same or an opposite version of the spell. It is possible to cast any spell as a counterspell. By doing so, you are using the spellâ€™s energy to disrupt the casting of the same spell by another person or monster. Counterspelling works even if one spell is divine and the countered spell is arcane.

To complete the action, you must then cast the correct spell. As a general rule a spell can always counter itself but some spells are natural opposites such as haste and slow which will also negate each other. If you are able to cast the same spell or a natural counter and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results. Otherwise a dispel check is made if you have any dispelling spells memorized. Metamagic effects will make dispel and identify checks harder with quickened spells being most difficult to counter. The general rule is DC + 2 for metamagic but DC + 4 for quickened spells.

Gameplay Notes
Target an opponent and you begin to counterspell it. See the Counterspelling FAQ for more information on how it works. And for useful strategies, courtesy of Zlaayer.