One of the things I love about the Cypher System is how streamlined it is. But sometimes that elegance leaves gaps where I want just a little more teeth.
Case in point: There are ways to shut down magic in Cypher, but none of them happen in the moment. Nothing that lets you throw yourself between an ally and the spell meant to break them. Nothing that lets you interfere as the magic is cast.
So I made one.
This ability is meant to fill that gap. It is powerful. It should be. The Cypher System action economy is tight, and there are no formal reactions. If you are going to burn points and actions to protect your party, it should matter. It should cost something. But it should feel good when it lands.
I have not playtested this yet, but I intend to soon. If you try it at your table, I would love to hear how it goes.
Magical Countermeasures
Tier: Mid-Tier Ability
Cost: 4+ Intellect Points
Type: Action to Initiate
You disrupt magical forces in the area around you.
For one round, you project a field of interference within Short range. Whenever a magical effect, spell-like ability, or active cypher effect would occur within that area (including effects entering it from outside), you may make an Intellect defense roll against the level of that effect.
- On a success, the effect fails, ends, or cannot function within the area
- On a failure, the effect proceeds normally
You may apply Effort when you activate this ability. Each level of Effort can be used in one of the following ways (choose how Effort is allocated when activating the ability):
- Increase the duration by one step (one round → three rounds → one minute)
- Increase the radius by one step (Short → Long → Very Long)
- Gain an asset on all Intellect defense rolls made to suppress magical effects during the duration
This ability does not affect non-magical abilities. It does not prevent a creature from using magic. It prevents magic from functioning within your area of interference.

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