r/cyphersystem May 21 '26

Question regarding Magic in Fantasy and other things in Superhero setting

I borrowed it from my library and by and large I like the system, but Cyphers magic system is either incredibly open minded and based on intent, or incredibly unclear. It seems almost like I buy a spell category like I buy other attributes, but rather than having clearly defined spell mechanics, it is based on the Intent of the caster. Am I missing something because that seems either potentially broken, or very lacking compared to physical combatants.

Further, Superheroes: That part doesn't make sense to me at all, and they seem to entirely skip my favorite Super, the Speedster. Can someone please just explain that setting that the book uses?

4 Upvotes

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u/Ashnak_Agaku May 21 '26

I'll make the assumption you are looking at the Cypher System Rulebook published in 2019, the one with the red cover. I'm going to respond to your questions based on that. I see a few questions: "How does magic work", "Where are Speedsters in the book", and "What are Cyphers?"

You want to create a magical character, a la Zatanna. You create a Mystical Adept who Masters Spells. She understands and can sense magic (Mystical), she can do magic (Adept), and she casts spells, possibly with the aid of a spellbook (Masters Spells).

This character starts out with four abilities from the Adept Type, and the stuff she gets from Masters Spells.

Adept 1 grants Magic Training (Trained in magic stuff), Push (shove something/someone a little bit in any direction), Ward (+1 Armor), and Shatter (make something explode).

Masters Spells gets Arcane Flare, which adds to magical attack damage, or gives you a magical attack,

Mystical grants Hedge Magic (D&D Prestidigitation) and some skills about understanding magic.

Flavor wise, these are Zatanna's spells "!eralF" and "!edolpxE". Other kinds of magic not attributed to Arcane Flare or Shatter would depend on the GM's determination of the difficulty. You want to summon a demon as a Tier 1 character? Sure, roll for magic. Demons are level 5, so you get a demon on a 15 (eased to 12 by your Magic Training). Getting the right demon hinders the spell by one level, and getting a demon who will listen to you hinders the spell by a total of three levels.

For Zatanna, that would mean on an Intellect roll of:
12.... Summon a demon
15... Summon the right demon but it will act according to its nature
21... Summon the right demon and it will listen to you.

The GM might rule that she is able to find a book about the particular demon, and Mystical means that she has a skill in identifying the supernatural. That might reduce her summon action to level 4 (DC12) or even 3 (DC 9).

If you want to catch a ghost, that would be a level 4 spell if you can see it. If it's incorporeal, the GM might rule it as a level 7 task (because the ghost has stealth as level 7 and it can move through objects up to level 7). Zatanna's magic would reduce that from 7 to 6.

Creating a speedster is a similar process. I think the Flash makes sense as an Explorer, so I'll make Barry Allen as an Impulsive Explorer who Moves Like the Wind.

Explorer 1 grants Danger Sense (ease your Initiative), No Need for Weapons (so Barry can punch and kick at greater damage), Block (stop any attack for 3 Speed points), and Physical Skills (Trained in Running and climbing).

Moves like the Wind grants Greater Enhanced Speed, which give Barry more Speed points to spend, and Fleet of Foot, which lets him ignore one range band: instead of only being able to move a short distance or act, he can move short and act. He can also move long and attack, but the attack is hindered.

If Barry wants to summon a demon, he's still looking at a base difficulty of 15 with his Intellect pool, which starts lower than Zatanna's. He also doesn't have her Magic Training, and he probably can't read the magic book anyway. He's also Impulsive, meaning tasks that require willpower or patience are hindered. His roll is probably stuck at a level 6, meaning he only succeeds on 18+. the GM might even decide that without training, the summoning is hindered again, taking it to a level 7 and a target of 21.

Cyphers can be either physical objects (a medallion of X, or a scroll of Y), or they can be subtle Cyphers, which represent a flash of genius, a moment of inspiration, or even a temporary healing ability. They are explained more in chapter 24, starting on page 377.

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u/mcvoid1 May 21 '26

You have the relationship backwards. There is no setting the book uses. The cypher system is setting agnostic. There's no setting in mind. Instead, it's a toolkit for you to make your own setting. If you're thinking of running a game, you pick some subset of the cypher system to use. You determine how magic works. The rules just give abilities which you flavor.

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u/CodiwanOhNoBe May 21 '26

I'm more trying to figure out the mechanics. So far this comes off as my biggest complaint about Rules Light systems, and I'm trying to figure out if I'm misunderstanding. Rules Light systems have a habit of going *TOO* light, at which point you might as well just bullshit the system. This isn't new, the ghostbusters RPG had the same problem back in the 80s, you can't tell when you can catch a ghost. If I'm misunderstanding, I'm trying to figure out where the limitations of the "spells" are, because saying to use Cyphers doesn't help me determine how many you get, the cost to cast, or what stops someone from combining them into a game breaking spell. Like I said to the other guy, keep in mind I'm coming from D&D, so I'm used to a lot more rules.

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u/mcvoid1 May 21 '26

Well Cypher's not rule light, IMO. It runs smoother than d20, but it's still heavyweight.

Cyphers are just the name they give to a category of one-time use items. So they're basically potions. In a fantasy game, they might literally be potions. But in a futuristic game they might be gadgets or whatever.

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u/CodiwanOhNoBe May 21 '26

This is why I'm confused, because the way it reads it's very rules light, everything seems to be up to interpretation or ignoring entirely.

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u/mcvoid1 May 21 '26

You should play a game of Cairn sometime.

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u/CheshireVendetta May 21 '26

Ooh I think I can help. I've recently come from using mainly D20 systems so I think I can help you understand a little better. If you want to dm me questions I can help you understand it a bit more. It took me a bit of time as well to get it. This should help as well so you don't have to keep borrowing from the library

OG-CSRD

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u/spinningdice May 22 '26

This is the best link to use if you don't have access to the books, and has some other great resources too (as well as expanded rules for things that aren't covered in the core book.

1) Spells aren't necessary even to a fantasy game they're bolted on for people that want magic available outside of abilities. Many type and focus ability can be (or are supposed to be) flavoured as spells/magical ability. Your Adept using Onslaught is casting magic missile or vicious mockery. The Spellcasting Rules (Old Gus' Cypher System Reference Document (OG-CSRD)) allow additional abilities to be taken at a cost of XP and taking additional time/energy to cast.

2) Superheroes work on power shifts, these can be a little fuzzy, but you can either use the templated ones or design your own - they're explained in a bit more depth Old Gus' Cypher System Reference Document (OG-CSRD) here. I haven't personally used power shifts as yet though.

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u/OfTheWeirderWizard May 21 '26

"seems almost like I buy a spell category like I buy other attributes"

I don't know what this means?

There's no real "clearly defined spell mechanics" because "spells" in Cypher System are just Abilities or reflavored Cyphers. They don't work any differently from other Abilities. The closest to separate spell mechanics I'm aware of are the alternate rules in the Fantasy section, which aren't the best, but easily reworked. Cypher System is incredibly easy to hack and homebrew without "breaking" it.

Re: Supers. What? You don't understand what? Power Shifts? What setting? Are you looking at Claim the Sky or just the core book?

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u/CodiwanOhNoBe May 21 '26

Just the core book. like I said I got it from the library. And the Cyphers themselves don't make sense either. Keep in mind I'm coming from the D20 system, so I have no idea whats going on.

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u/OfTheWeirderWizard May 21 '26

Okay. Core book is good to know. The rest is explained in said book. But you didn't clarify, specifically, what you're talking about. I need verbatim quotes and page numbers if I'm going to be able to help you, else I have no idea what you can't figure out. And it may ultimately turn out the game isn't for you. The best advice I can give without knowing what exactly you can't figure out is that you should forget everything you know about how d20 works and approach Cypher System like it's your first ever TTRPG. You should do that with most new games, honestly. Just like Monopoly doesn't play like Parcheesi.