QUOTE (SR4a pg. 185)
Counterspelling
Counterspelling is used to interrupt other spells, either as they are being cast (counterspelling) or while they are sustained (dispelling).
Spell Defense
A magician can use Counterspelling to defend herself and others against a spell being cast. To do this, the magician must spend a Free Action and declare who she is protecting. If Counterspelling was not declared in advance, it may not be used to defend others, unless the magician has delayed her action (see Delayed Actions, p. 145). A protected character must also stay within the magician’s line of sight in order for Counterspelling to be used. Note that a magician can always use Counterspelling to defend herself, unless surprised.
When a protected character is targeted with a spell, she rolls Counterspelling dice in addition to the appropriate attribute (Body or Willpower) for the resistance test. Hits generated on this test reduce the net hits of the spell’s caster as with any Opposed Test. If multiple protected characters are targeted by the same spell, the Counterspelling dice are rolled only once and each target is protected equally.
If more than one magician protects a target with Counterspelling, handle it as teamwork (p. 65).
Note that Counterspelling is not “used up” after it defends against a spell—it continues to protect the designated characters against other spells until the magician decides to end it.
A magician who is actively Counterspelling can even defend against spells she is unaware of—specifically, Detection spells and Illusion spells—as the magician is actively “jamming” the mana around him. This does not mean, however, that the magician is aware such spells are being used. The gamemaster should make a secret Intuition + Magic (3) Test to determine if (and to what extent) the magician noticed the defense.
Using Counterspelling to defend against a spell as it is cast does not cause Drain.
Glitches: A glitch on the Counterspelling Test might “deflect” the spell onto another (friendly) target, or might cause the magician to suffer the Drain of the spell she is trying to counter (if the spell’s Force is greater than her Magic attribute, the Drain causes Physical damage). A critical glitch on the test could make both the original target(s) and the Counterspelling magician suffer the full effects of the spell.
As a Delayed Action reacting to a spell cast at the party from a caster you are aware of Counterspelling Actively your use can cause the spell not to happen as you are interfering with the casting as it happens. If successful the Fireball in question will affect no one.
Sequence of events
1. Shaman's turn he uses a Free Action to declare Spell Defense and Declares Delaying his remaining Actions to Actively Defend his Party from Spells.
2. Later in the Turn, an opposing Mage decides to cast a Fireball at the Party and begins casting. Mage rolls Spellcasting + Magic.
3. Now the Shaman's Delayed Action comes into play. Shaman rolls Counterspelling + Magic.
4. Directly compare successes, Mage < Shaman = Fireball successful, add Shaman's success to parties Resistance Test (Parties with Delayed Actions specified to evade incoming Fire may dodge where they think the Fireball is going). Shaman < Mage = No Fireball, YEAH!!
Without the Delayed Action
1. Shaman's turn he uses a Free Action to declare Spell Defense and does other stuff with his remaining actions.
2. Later in the Turn, an opposing Mage decides to cast a Fireball at the Party and begins casting. Mage rolls Spellcasting + Magic.
3. Fireball successful, add Shaman's Counterspelling to parties Resistance Test (Parties with Delayed Actions specified to evade incoming Fire may dodge where they think the Fireball is going).
I refer to the Delayed Action option as Active Spell Defense, and the other as Passive Spell Defense.