Picture this: You’re deep in a musty dungeon, your party bruised and battered, staring down a formidable enemy spellcaster. Your wizard, Elara, has a measly 12 hit points left, clutching her staff like a lifeline. The enemy, a menacing cultist, raises a gnarled hand, a mischievous glint in their eyes, and starts chanting. It’s a cantrip, you realize, something seemingly minor like *Sacred Flame* or *Vicious Mockery*. Suddenly, your mind races: “Can I Counterspell that? Is it even worth it? Or am I just wasting a precious spell slot on a glorified parlor trick?” This is a moment every spellcaster has faced, a tactical crossroads where the seemingly simple question of whether you can counterspell cantrips becomes a surprisingly complex decision. The short, sweet, and definitive answer, without beating around the bush, is **yes, you absolutely can counterspell cantrips in Dungeons & Dragons 5th Edition.**

It might feel counterintuitive, like swatting a fly with a cannon, but understanding *why* you can, and more importantly, *when* you should, is key to truly mastering your spellcasting prowess. Let’s peel back the layers and dive deep into this often-misunderstood corner of D&D combat.

Diving Deeper: The Core Mechanics of Counterspell

Before we dissect the cantrip conundrum, let’s get a firm grip on what *Counterspell* is and how it functions. This 3rd-level abjuration spell is a staple for almost any spellcasting class capable of learning it – think wizards, sorcerers, warlocks, and even some clerics or paladins through specific subclasses or feats. It’s renowned for its ability to shut down an enemy’s spell before it even takes effect, turning the tide of battle with a single, well-timed reaction.

Here’s the rundown on *Counterspell*:

  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you cast a spell.
  • Range: 60 feet.
  • Components: S (Somatic) – a quick gesture.
  • Duration: Instantaneous.

The magic happens when you see a creature casting *any* spell within range. You use your reaction to try and interrupt it. If the spell being cast is 3rd level or lower, your *Counterspell* automatically succeeds. Boom, spell gone, no questions asked. However, if the target spell is 4th level or higher, things get a little more dicey. You then have to make an ability check, using your spellcasting ability (Intelligence for wizards, Charisma for sorcerers/warlocks, etc.). The Difficulty Class (DC) for this check is 10 + the spell’s level. On a success, the spell fails and has no effect. On a failure, well, that enemy wizard’s *Fireball* just cooked your rogue.

Notice that crucial trigger: “when you see a creature… cast a spell.” It doesn’t specify “a spell of 1st level or higher.” This seemingly minor linguistic detail is the bedrock of our entire discussion.

Cantrips: What Are They, Really?

Now, let’s talk about cantrips. These are the workhorses of any spellcaster’s arsenal, those trusty 0-level spells that you can cast day in and day out without expending any precious spell slots. They’re often seen as less flashy, less powerful, and sometimes, frankly, less consequential than their higher-level brethren. But make no mistake: cantrips are still very much *spells*.

Here’s what defines a cantrip:

  • 0-Level Spells: They don’t consume spell slots. You can cast them at will.
  • Scaling Power: Many cantrips grow stronger as you gain levels, dealing more damage or having increased effects. Think *Fire Bolt* dealing 1d10 damage, then 2d10, 3d10, and so on.
  • Utility and Combat Staples: From lighting a torch with *Light* to taunting an enemy with *Vicious Mockery* or disarming a trap with *Mage Hand*, cantrips fill a wide variety of roles in and out of combat.

The common misconception is that because cantrips are “free” or “0-level,” they somehow fall outside the definition of a “spell” for the purpose of counter-effects. This just isn’t the case. The game’s rules clearly classify them as spells. If a rule needs to exclude cantrips, it explicitly states “a spell of 1st level or higher,” like *Dispel Magic* often implies when it comes to ongoing effects. *Counterspell* doesn’t have that exclusion. A cantrip, by definition, is a spell, and thus, fair game for *Counterspell*.

The Interplay: Why Cantrips Are Counterable

The core of the argument for counterspelling cantrips lies in the precise wording of the *Counterspell* spell description. As mentioned, it triggers when you “see a creature… cast a spell.” It doesn’t discriminate based on spell level. A cantrip is a spell. Therefore, a cantrip can be counterspelled.

Let’s consider the mechanics explicitly:

  1. The enemy casts *Sacred Flame*. This is a 0-level spell, a cantrip.
  2. You, within 60 feet, see them casting it.
  3. You declare you are using your reaction to cast *Counterspell*.
  4. Since *Sacred Flame* is a 0-level spell (which is lower than 3rd level), your *Counterspell* automatically succeeds. No ability check needed.
  5. *Sacred Flame* fizzles. No damage, no saving throw, no holy fire for your tank.

This is crucial because the game design uses specific language when it wants to differentiate. For example, the *Dispel Magic* spell states: “Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.” Here, it explicitly refers to “spell of 3rd level or lower.” If a cantrip were an “ongoing spell effect,” *Dispel Magic* could target it (though most cantrips are instantaneous). The key takeaway is that when D&D 5e wants to limit an effect to only higher-level spells, it states it clearly. Since *Counterspell* doesn’t have that specific wording, its reach extends to all spells, including cantrips.

I’ve seen countless tables where DMs and players alike assume cantrips are immune to *Counterspell* because they’re “minor.” This often stems from a reasonable, yet incorrect, intuition about resource management. Why would you spend a 3rd-level spell slot on a 0-level spell? We’ll get to that, but the legality of the action is beyond dispute according to the rules as written.

The Tactical Dilemma: When to Counterspell a Cantrip

Alright, so we’ve established that you can counterspell a cantrip. The real brain-teaser, the actual strategic tightrope walk, is deciding when you should. On the surface, it feels like a colossal waste of a precious 3rd-level spell slot and your reaction to shut down something an enemy can cast all day. You’re trading a significant resource for something that costs your opponent nothing. However, in the crucible of combat, there are very specific, often critical, scenarios where counterspelling a cantrip isn’t just justifiable, it’s a stroke of genius.

Preventing Critical Debuffs and Disruptions

Sometimes, a cantrip isn’t about raw damage; it’s about control, debuffs, or setting up a more devastating attack. These are the moments to consider a cantrip counterspell:

  • Vicious Mockery: This Bard staple doesn’t deal much damage, but forcing disadvantage on the target’s next attack roll can be absolutely devastating, especially if that target is a big bad making a critical attack against your squishy backline. Countering this can save your rogue’s life.
  • Sacred Flame: Yes, it’s just radiant damage, but it targets Dexterity saves, which many heavily armored characters are notoriously bad at. If your paladin is already low on health and staring down a critical hit from this, a timely *Counterspell* could prevent them from going down, saving you from having to burn a healing spell and action.
  • Poison Spray: A high-damage cantrip that often targets Constitution saves. If your barbarian is vulnerable to poison, or if failing the save would push them over the edge, negating this could be crucial.
  • Shocking Grasp: A touch attack that not only deals damage but also prevents the target from taking reactions until the start of their next turn. If the enemy wants to prevent your tank from making an Opportunity Attack, or if you need to escape their grasp, canceling this cantrip is clutch.
  • Ray of Frost: Deals damage and reduces the target’s speed by 10 feet. If a dangerous enemy is trying to close the distance on your archer or retreat to safety, preventing this slow can be vital for positioning and kiting.

Disrupting Enemy Strategy and Combos

Some cantrips are integral to an enemy’s combat strategy, especially those that combine spellcasting with weapon attacks:

  • Booming Blade / Green-Flame Blade: These popular cantrips allow a spellcaster to make a weapon attack as part of the spell, adding extra damage or a movement-based penalty. If an enemy rogue or fighter is using one of these to augment their attacks, disrupting it means not only negating the spell’s effect but also potentially their entire turn’s primary damage output if they were relying on that combo. My wizard, a seasoned veteran of countless skirmishes, once saw a Cult of the Dragon Knight about to land a *Booming Blade* on our barbarian. Knowing that extra thunder damage on movement would be agonizing for our tank, I popped a *Counterspell*. The DM, a grin on his face, admitted it was a smart move, completely disrupting their planned assault.
  • Mage Hand: While often harmless, *Mage Hand* can be used for nefarious purposes, like pulling levers, opening doors, or even snatching a dropped item from an ally. If an enemy is trying to manipulate the environment or steal something crucial, counterspelling this seemingly innocuous cantrip can prevent a larger problem.

Protecting Concentration

If one of your party members is concentrating on a vital spell – say, a *Haste* on your fighter, or a *Hold Person* on the enemy’s leader – any damage they take forces a Constitution saving throw to maintain concentration. Even a small amount of damage from a cantrip could be enough to break that spell, potentially undoing turns of tactical setup. Preventing even 1d8 or 1d10 damage with a *Counterspell* might be the cheapest way to protect a far more valuable spell, like a 5th-level *Wall of Force*.

Sending a Message / Intimidation

Sometimes, it’s about the psychological warfare. If you’re facing a new enemy spellcaster and they throw a harmless *Light* cantrip your way, counterspelling it can send a clear message: “We are watching you. Every spell you try to cast will be scrutinized.” This can sometimes make an enemy spellcaster hesitate, forcing them to burn higher-level slots defensively or change their tactics entirely. It’s a power play, plain and simple, and sometimes, a little intimidation goes a long way, especially if you have spell slots to spare.

When You Have Slots to Burn

Let’s be real: early in a campaign, a 3rd-level spell slot feels like gold. But as you climb the levels, particularly as a full caster like a wizard or sorcerer, those 3rd-level slots become more numerous. At higher tiers of play, you might find yourself with plenty of these slots to spare after burning through your bigger guns. In such situations, using a 3rd-level slot to negate a troublesome cantrip becomes a much less painful choice.

Counter-Counterspell Bait

This is a more advanced, meta-game tactic, but incredibly effective. If you know an enemy spellcaster has *Counterspell* and you absolutely need your next high-level spell (say, *Synaptic Static*) to land, you might purposely *Counterspell* their cantrip. This forces them to decide: do they use their reaction (and potentially their own *Counterspell*) to protect their cheap cantrip, or save it for your *Synaptic Static*? If they use their *Counterspell* on your *Counterspell* of their cantrip, you’ve successfully baited out their reaction, clearing the way for your truly impactful spell. It’s a gambit, but a powerful one.

Checklist: Should You Counterspell That Cantrip?

Here’s a quick mental checklist to run through when that cantrip starts to fly:

  • Is the cantrip’s effect significantly detrimental? (e.g., disadvantage, slow, concentration break risk, movement disruption).
  • Are you or a key ally vulnerable to this specific cantrip’s effect?
  • Do you have ample 3rd-level (or higher) spell slots available?
  • Is your reaction better saved for something else? (e.g., an Opportunity Attack, another *Counterspell*).
  • Are you trying to bait a *Counterspell* from an enemy spellcaster for a more important spell you plan to cast next?
  • Is there a more impactful spell you absolutely need to save *Counterspell* for in the immediate future?

If you’re answering “yes” to the first few questions and “no” to the last one, then by all means, let that cantrip fizzle!

Resource Management: The Opportunity Cost

While the strategic benefits of counterspelling a cantrip are undeniable in specific situations, it’s critical to talk about the flip side: resource management and opportunity cost. Every spell slot, every reaction, is a valuable resource in D&D, and using them wisely often means the difference between victory and defeat.

When you *Counterspell* a cantrip, you are expending a 3rd-level spell slot. This is the minimum level for *Counterspell*. As you level up, you gain access to higher-level spell slots. You can use a 4th-level, 5th-level, or even 9th-level spell slot to cast *Counterspell* if you choose, which offers no additional benefit when counterspelling a 0-level spell but simply consumes a higher resource. The important thing is that the slot is gone for the day.

That 3rd-level spell slot could have been used for:

  • Casting a powerful offensive spell like *Fireball* or *Lightning Bolt*.
  • Casting a crucial defensive spell like *Hypnotic Pattern* or *Slow*.
  • Casting *Counterspell* against a far more dangerous 4th, 5th, or even 9th-level enemy spell.
  • Casting *Dispel Magic* to end a persistent magical effect.
  • Healing an ally with a *Mass Healing Word* (if you’re a cleric or druid who can get *Counterspell*).

Moreover, you’re using your reaction. Reactions are a precious commodity in combat. That reaction could have been used to:

  • Make an Opportunity Attack against an enemy trying to flee or reposition.
  • Cast a different reaction spell, such as *Shield* to protect yourself from an incoming attack, or *Absorb Elements* to halve elemental damage.
  • Utilize a racial or feat ability that requires a reaction, like the Sentinel feat to stop an enemy’s movement.

So, the decision to counterspell a cantrip isn’t just “can I?” or “will it help?”. It’s also “is this the best use of my resources right now, given what else I might need to do?” It’s a gamble, a calculation of risk versus reward. My wizard has learned this the hard way. Once, I instinctively *Counterspelled* a goblin shaman’s *Poison Spray* because our rogue was low. Moments later, the shaman’s leader, a hobgoblin commander, unleashed a *Command* spell on our tank, and I was fresh out of reactions. Had I saved that *Counterspell*, I could’ve potentially shut down a far more disruptive spell. Live and learn, right?

Who Benefits Most from Counterspelling Cantrips?

While any caster with *Counterspell* can perform this maneuver, certain types of characters or specific builds are particularly well-suited to making it a viable, even potent, tactic:

  • High-Level Spellcasters with Abundant Slots: As mentioned, wizards and sorcerers at higher levels (say, 9th level and above) often have a generous number of 3rd-level spell slots. They might also have a few 4th and 5th-level slots to spare. For them, expending a 3rd-level slot on a critical cantrip denial is a much smaller investment than for a low-level character.
  • Sorcerers with Metamagic: A sorcerer can use Subtle Spell Metamagic on *Counterspell*. This is a game-changer. If an enemy spellcaster is trying to be sneaky, or if you’re in an anti-magic zone that suppresses verbal or somatic components, a Subtle *Counterspell* can be cast without anyone knowing, including the DM potentially not realizing if they don’t explicitly ask for components. More practically, if an enemy tries to *Counterspell* your *Counterspell*, they can’t if yours was subtle! This makes the “baiting” tactic even more effective.
  • Casters with the Alert Feat: The Alert feat gives you a +5 bonus to initiative, you can’t be surprised, and other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. While not directly related to *Counterspell*, going first in initiative can be crucial. If you know an enemy spellcaster is coming, and you act before them, you have your reaction free and clear to shut down their first move, be it a cantrip or a leveled spell. It’s about being prepared.
  • Characters Facing Specific Threats: If your party is encountering creatures known for particularly nasty cantrips (e.g., a group of high-level warlocks relying on *Eldritch Blast* with invocations, or a powerful cleric who spams *Toll the Dead*), then having the option to shut those down becomes extremely valuable.

DM Considerations: Fairness and Fun

From a Dungeon Master’s perspective, handling a player’s decision to counterspell a cantrip requires a balanced approach. While the rules unequivocally allow it, the “meta” feeling of using a 3rd-level slot on a 0-level spell can sometimes feel like an anti-climax for the player, or an unnecessary resource drain for the DM to track. Here are some thoughts:

  • Reinforce the Rules: First and foremost, DMs should uphold the rules as written. If a player wants to *Counterspell* a cantrip, they can. Don’t invent house rules on the spot to prevent it unless you have a pre-established table rule.
  • Acknowledge Strategic Play: When a player makes a smart, if costly, decision to *Counterspell* a cantrip that would have been truly debilitating, acknowledge it. “That’s a clever use of your *Counterspell*, Elara! That *Vicious Mockery* would have given the BBEG disadvantage on his next attack against Finn.” This reinforces good tactical thinking.
  • Make Enemy Spellcasters React: If your player is frequently counterspelling minor enemy spells, have your enemy spellcasters learn from this. Maybe they start using their own *Counterspells* more defensively, or they target the player who is doing the counterspelling, trying to break their concentration or bait their reactions. Smart enemies make for dynamic encounters.
  • Don’t Punish Resourcefulness: Avoid immediately throwing even more powerful spells at the party just because they smartly denied a cantrip. The cost of a 3rd-level slot is punishment enough.
  • Consider Player Fun: Ultimately, D&D is about having fun. If a player feels awesome for shutting down a cantrip that would have wrecked their ally, that’s a win.

As a DM, I’ve seen this play out many times. When a player makes that call, I usually pause, confirm their intent, and then narrate the cantrip sputtering out with a satisfying visual. It often leads to a quick, tactical discussion at the table, which is exactly what makes combat engaging.

Advanced Tactics & Synergy

Beyond the basic application, there are ways to make counterspelling cantrips even more effective or to work within a broader party strategy.

  • Working with Allies: If you have an ally with *Silvery Barbs* (a controversial but powerful reaction spell), they could potentially use it if your *Counterspell* check (for a higher-level spell) fails. Or, if an enemy uses a cantrip that forces a saving throw, and your ally has a spell like *Bane* or a feature that imposes disadvantage on saves, coordinating that before or after the cantrip could be effective.
  • Target Focus: If you identify an enemy spellcaster who *relies* heavily on specific cantrips as part of their combat routine (e.g., an enemy who buffs their melee attacks with *Booming Blade* every turn), focusing your *Counterspell* on that specific cantrip can completely dismantle their primary combat strategy, forcing them to use less effective actions or higher-level spell slots.
  • The “Magic Item” Clause: What if a cantrip is cast from a magic item? The rules are clear: if an item requires you to *cast* a spell, then that spell can be counterspelled. This holds true for cantrips too. If a Staff of the Magi lets someone cast *Fire Bolt*, it’s still a *Fire Bolt* spell being cast.
  • When *Dispel Magic* is Better: Remember, *Counterspell* stops a spell *before* it takes effect. If a cantrip, for some reason, created a lasting magical effect (which is rare for cantrips, as most are instantaneous), then *Dispel Magic* would be the choice to remove that ongoing effect *after* it has been cast. But for simply stopping the initial casting, *Counterspell* is your go-to.

My Take: A Powerful Tool, When Wielded Wisely

In my opinion, the ability to counterspell cantrips is a crucial, if often overlooked, tool in a spellcaster’s arsenal. It represents a subtle layer of strategic depth that separates novice players from seasoned tacticians. At lower levels, I’d almost always advise against it, simply because those 3rd-level slots are so precious. You have bigger fish to fry, and a single *Fireball* or *Hypnotic Pattern* can swing an entire encounter. However, as characters gain levels and spell slots become more plentiful, the calculus changes.

I’ve witnessed players win encounters, or at the very least, prevent significant damage and debuffs, by shutting down a seemingly minor cantrip. It’s not about the damage output of the cantrip itself, but the *secondary effects* or the *strategic implications* it might have. Denying a critical *Vicious Mockery* on your champion fighter right before they swing their greatsword with advantage? Priceless. Stopping a *Ray of Frost* that would have immobilized your rogue just as they were trying to disengage? Invaluable. Preventing an enemy from using *Booming Blade* to land an extra 1d8 thunder damage on your already-prone barbarian? Absolutely worth it.

The key is discernment. Don’t just blindly *Counterspell* every cantrip. Think about the combat situation, your party’s vulnerabilities, the enemy’s likely follow-up actions, and your own remaining resources. When you make that informed decision to shut down a cantrip, it transforms from a perceived waste of a spell slot into a brilliant, high-impact tactical maneuver. It’s a testament to the depth of D&D 5e’s combat system, where even the smallest actions can have significant ripple effects. Embrace the strategic wizardry, and don’t be afraid to pull out that 3rd-level counter to a 0-level threat when the moment calls for it.

Frequently Asked Questions

Can you Counterspell a cantrip if you don’t know what it is?

Generally, yes, you can. The rules for *Counterspell* state that you must “see a creature… cast a spell.” It does not require you to identify the spell first. As soon as you perceive the act of spellcasting (gestures, incantations, components), you can use your reaction to try and *Counterspell* it. Most DMs rule that a spellcaster can tell if *a* spell is being cast, even if they don’t immediately know its specific name or effects. They see the magical energy gathering, the arcane gestures, or hear the mystic words.

However, some DMs might allow a Wisdom (Perception) or Intelligence (Arcana) check to identify a spell as it’s being cast, potentially giving you more information before you commit your reaction. This is often a house rule, as the strict rules as written don’t require identification. If you don’t identify it, you simply react to the casting of *a* spell, potentially using a higher-level slot than necessary if it turns out to be a low-level spell. But for cantrips, since they are 0-level, your *Counterspell* will automatically succeed anyway, regardless of whether you know it’s *Sacred Flame* or *Vicious Mockery*.

Is it always a waste to Counterspell a cantrip?

Absolutely not! While it often feels like a significant resource expenditure, there are specific tactical situations where counterspelling a cantrip is an incredibly smart and impactful move. As detailed above, if a cantrip would impose a crucial debuff (like disadvantage on an attack), prevent an important action (like an Opportunity Attack), potentially break an ally’s concentration, or disrupt a key enemy combo (like *Booming Blade* with a weapon attack), then expending a 3rd-level spell slot to negate that can be far more valuable than saving the slot for a less impactful use later. It’s all about the context of the combat encounter and what’s at stake.

Furthermore, at higher levels of play, when you have many 3rd-level spell slots, the cost becomes less prohibitive. It can also be used as a deliberate tactic to bait out an enemy spellcaster’s *Counterspell* or reaction, clearing the way for a more vital spell you plan to cast on your next turn. So, while it’s not an everyday occurrence, dismissing it outright as a “waste” overlooks a powerful, niche strategic option.

What’s the DC for Counterspelling a cantrip?

The Difficulty Class (DC) for counterspelling a cantrip is always DC 10. Here’s why: the *Counterspell* spell states that if the target spell is 4th level or higher, you make an ability check with a DC of 10 + the spell’s level. Cantrips are 0-level spells. Therefore, if you treat a 0-level spell as “lower than 4th level” and apply the formula, it would be 10 + 0 = 10. However, the *Counterspell* rules are actually even simpler for low-level spells:

  • If the spell you’re counterspelling is 3rd level or lower (which includes 0-level cantrips), your *Counterspell* automatically succeeds. No ability check is required.
  • If the spell is 4th level or higher, then you make the ability check against a DC of 10 + the spell’s level.

So, you don’t actually need to make a check to counterspell a cantrip. It simply succeeds automatically, provided you have a 3rd-level (or higher) spell slot and an available reaction. This makes the decision even more straightforward; there’s no chance of failure once you commit to counterspelling a cantrip.

Does Counterspell work on ritual spells?

Yes, *Counterspell* works on ritual spells, but only if they are being cast as spells, not as rituals. A ritual spell can be cast in one of two ways: either by expending a spell slot as a normal spell, or by casting it as a ritual, which takes 10 minutes longer than normal but doesn’t consume a spell slot. The key here is that *Counterspell* triggers when you “see a creature… cast a spell.”

If a creature is casting a ritual spell by expending a spell slot (i.e., casting it normally), then it counts as a spell being cast and can be *Counterspelled* just like any other spell. However, if a creature is casting a ritual spell *as a ritual* (taking the extra 10 minutes), the game rules are a bit ambiguous about whether this extended, non-combat casting process counts as “casting a spell” in the same immediate sense. Most DMs rule that the “casting a spell” trigger for *Counterspell* refers to the standard casting time. Since a ritual cast takes a significantly longer time, it’s generally not something you can react to with an instantaneous *Counterspell* reaction. For most practical combat scenarios, you’ll be counterspelling a spell that is being cast with its standard, shorter casting time.

Can you Counterspell a spell cast from a magic item?

Yes, you can *Counterspell* a spell cast from a magic item, provided the item’s description states that it allows a creature to “cast” a spell. Many magic items, such as staves or wands, have properties that let their wielder “cast *X* spell.” When a creature uses a magic item in this manner, they are still performing the act of spellcasting, even if they aren’t expending one of their own spell slots. The spell still has its normal verbal, somatic, and material components (unless the item specifically states otherwise or the caster has a feature like Subtle Spell).

Since the *Counterspell* trigger is “when you see a creature… cast a spell,” it doesn’t matter *where* the spell comes from – whether it’s from their innate spellcasting ability, a prepared spell, or a magic item. If the act of casting a spell is observed, *Counterspell* can be used. This applies to cantrips cast from magic items as well; if a magical staff allows someone to cast *Ray of Frost*, that *Ray of Frost* can be counterspelled.

What if an enemy tries to Counterspell my Counterspell of their cantrip?

Ah, the classic *Counterspell* chain! This is absolutely possible and leads to some of the most intense and strategically demanding moments in D&D. Here’s how it plays out:

  1. Enemy spellcaster (let’s call him Gorok) starts casting a cantrip, say *Fire Bolt*.
  2. You use your reaction to cast *Counterspell* on Gorok’s *Fire Bolt*.
  3. Gorok, realizing his cantrip is about to be shut down, can then use *his* reaction to cast *Counterspell* on *your* *Counterspell*.

This creates a nested effect. If Gorok succeeds in counterspelling your *Counterspell*, then your *Counterspell* fails, and his original *Fire Bolt* cantrip goes through. If Gorok fails, or chooses not to *Counterspell* your *Counterspell*, then your *Counterspell* succeeds, and his *Fire Bolt* fails. It can even go further: a third spellcaster could try to *Counterspell* Gorok’s *Counterspell*, and so on, until reactions run out or everyone runs out of *Counterspell* slots. These “reaction wars” are a hallmark of high-level spellcasting combat and are incredibly exciting to witness and participate in. They force quick thinking and tough choices about resource expenditure.

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