If you read my quote again, you will notice that it was talking about Unweaving, not Counterspelling.Okay Dresden is a wizard we are not. Also notice how you said counter spell and not unweave. Sorcery Unweaving specifically relies on having knowledge of path magic similar to the effect. Demonic Primacy of essence is not mind controlling in any sense of the word. Mercy in servitude also not a mind affecting effect generally also we can't use alchemy in non-ritual manners at all.
Let me give you the full quote about both, so there's no doubt:
Molly has Alchemy 2; she is a Path Sorcerer.Counterspells and Unweaving
Any sorcerer who does more than dabble in the Arts will
learn at least some basic countermagic, if only so that they
can try and undo the messes they inevitably create while
learning. There are as many different forms of countermagic
as there are spells; in plain terms, however, they are divided
into two basic types: Counterspells arid Unweaving.
Counterspells are cast at an incoming spell or effect and
serve to blunt or dispel it before it can take effect. Roll Wits +
Occult (difficulty 8); each success you score cancels one of the
opponent's successes. If the opponent ends up without enough
successes for the spell to go off, then it fails (but she still loses
whatever costs she paid, be it blood, Quintessence, Willpower
or whatever). You can spend Willpower to aid a Counterspell,
but you must score at least one natural success for the Counterspell
to work at all.
Unweaving is the art of disassembling another spell caster's
effect. The sorcerer must have knowledge of the Path that was used
to create the effect in the first place (if trying to unweave an effect
not based on sorcery, such as Thaumarurgy, Sphere magic or the like,
use the Path most applicable). If your character has at least one dot
in the Path (or a related one) being used, roll Intelligence + Occult
(difficulty 8), using the Extended Rolls rules (see above). You must
score at least as many successes as the original caster scored to
unweave the spell;otherwise, it may be weakened, but it will remain.
Long standing Enchantments and those based on Thaumaturgy or
Sphere magic can take more effort to unweave; In the case of very
ancient, very powerful Enchantments, sometimes as many as 15 or
even 20 successes might be needed (time tor some teamwork).
Spells cast by sorcerers (or others) that are more knowl-
edgeable than the unweaver are significantly more difficult to
undo. For every rwo levels of difference between the unweaver's
level in a Path and the original caster's level, an additional
success is needed. Thus, if you have no knowledge of the Path
of Hellfire and your opponent has four dots with 6 successes on
an effect, you would need 3 successes in order to cancel the first
success and 8 to completely wipe out the spell.
Counterspells and Unweaving work against sorcery and Sphere
magic (and, if the Storyteller wishes, against the mystic powers of
vampiric magic, faerie glamour and the like). There are also
specialized versions of Counterspells and Unweaving designed to
work against spirit powers (such as spirit Charms, ghostly manifes-
tations and similar otherworldly occurrences). These must be
bought separately. Each group of countermagic costs 3 freebie or
experience points, so buying a full set of countermagics costs 12
points. For a sorcerer more interested in staying alive than in dealing
damage, it's an investment well worth the cost.
She can do both Counterspells and Unweaving if she learns. And she can do it for spirit magic, vampire magic and fae magic.
Just needs to spend 3xp for each variant.
Wizards dont have to learn it individually that way. But they dont get to cheat like she does.
They cheat in other ways.