Counterspell 5e: How to Cancel Enemy Magic
D&D 5e Counterspell: how it works, when to cast it, upcasting, and the Counterspell vs. Counterspell rules that make high-level spell duels chaos.
Counterspell 5e: How to Cancel Enemy Magic
Counterspell is the spell that makes other spellcasters cry. Cast as a reaction, it cancels an enemy's spell. For a 3rd-level slot, you remove the Fireball, the Hold Person, the Sleep spell, and their entire turn.
The Spell
- Level: 3
- Casting Time: 1 reaction, when you see a creature within 60 ft casting a spell
- Range: 60 feet
- Components: S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
Effect
The spell fails if the target is casting a spell of 3rd level or lower. For 4th+ level spells, make an ability check:
- You roll 1d20 + your spellcasting ability modifier.
- Target: 10 + the spell's level.
- On success, the spell fails.
- On failure, the target's spell goes through normally.
Upcasting
Cast at 4th level: automatically counters 4th-level or lower. Must make a check for 5th-level or higher spells.
Cast at 5th level: automatically counters 5th-level or lower. Must check for 6th+.
And so on. At 9th level, Counterspell auto-counters up to 9th level spells.
When to Cast Counterspell
Always against:
- Fireball (3rd level). Auto-counter.
- Hold Person (2nd level). Removes save-or-suck threat.
- Sleep (1st level). Low level but devastating at early levels.
- Hypnotic Pattern (3rd). Group incapacitation. Counter it.
Situationally:
- Healing spells. Letting an enemy heal wastes their action but also denies yours. Usually not worth it.
- Buffs (Bless, Haste). Sometimes worth countering, often let it through.
- Damage spells on a single target. If you're that target, maybe. Otherwise, meh.
Never counter:
- Cantrips. Counterspell doesn't work on cantrips.
- Spells being cast on you that you're immune or resistant to. Save your reaction.
- Spells by allies (check your alignment).
The 4th-Level Check
Counterspell at 3rd level (your default slot) can't auto-counter spells of 4th level or higher. You need to roll.
Wizard with Int 20 (+5): roll 1d20 + 5.
- DC 10 + spell level.
- Against a 4th-level spell: DC 14. You need 9+ on d20. ~60% success rate.
- Against a 5th-level spell: DC 15. You need 10+. 55%.
- Against a 9th-level spell: DC 19. You need 14+. 35%.
Counterspell checks get harder against higher-level spells. Upcasting your Counterspell improves the situation.
Counterspell Wars
A caster casts Counterspell on you. You have a reaction available. You Counterspell their Counterspell.
RAW: both Counterspells work if both succeed. The chain can theoretically continue until someone runs out of reactions or slots.
In practice, most battles don't have chain Counterspells. Reactions are rare. Slots are limited.
Identifying Enemy Spells
In some tables, identifying what an enemy is casting requires an arcana check. In others, the GM tells you what it is.
In The Endlessness, when an enemy starts casting a spell, you're told the spell level and type. You can Counterspell based on that info. No mystery.
Who Has Counterspell
- Sorcerer: Yes.
- Warlock: Yes.
- Wizard: Yes.
- Cleric: No (has Dispel Magic instead, which is different).
- Druid, Bard, Paladin, Ranger, etc.: No.
Magical Secrets (Bard) can pick up Counterspell at level 10. Wish (Wizard level 17+) can cast any spell including Counterspell.
Reaction Economy
You only have one reaction per round. If you use it on Counterspell, you can't use it for Opportunity Attacks, Shield, or other reactions.
Plan carefully. In a big fight, sometimes letting a small spell through saves your reaction for a bigger threat.
In Solo Play
Counterspell is valuable solo:
- Enemy casters can end your fight with one save-or-die spell.
- Counterspell removes that threat.
- 3rd level slot cost is offset by the action you deny.
A Wizard with Counterspell prepared has a defensive tool few solo characters have.
The Endlessness and Counterspell
Our AI Dungeon Master handles Counterspell mechanics: reaction timing, automatic cancel of 3rd-level and lower with a 3rd-level slot cast, ability checks for higher levels, upcasting rules. When an enemy Wizard starts casting Fireball, you're prompted: "Do you want to Counterspell?" If yes, the Counterspell resolves.
For related reads, our spell slots guide, wizard guide, and action economy cover the mechanics.
Final Takeaway
Counterspell is the best defensive spell in the game. If you're playing a Sorcerer, Warlock, or Wizard, learn it at level 5. Keep slot 3+ ready for reactive use.
Start a caster on The Endlessness and watch fights pivot on a single Counterspell.
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