This weekend I was part of a particularly awesome Dungeon World session. In the climatic battle, our GM described an attacking NPC as casting a magic spell targeting my character, a Fighter. The words of the spell were projected into the air as the NPC recited them. My reaction was stab the spell while it was in progress and attempt to interrupt it through sheer physical force. This translated in-game to a Defy Danger roll using +STR.
While Defy Danger works well for dealing with that on the fly, I felt the concept should be expanded into a full move if I were to use it in the future. That I leveled that session and needed a new move may have also been an inspiration.
The physical classes don’t have a proper spell interrupt move in Dungeon World. One exists for the Wizard: Counterspell. It can translated easily enough to classes that use spells. The cost of a staked spell means it can’t be used by non-spellcasting classes via multiclass moves.
Spellbreaker/Protective Spellbreaker is based off of Counterspell/Protective Counter. It replaces the cost of a staked spell with a debility of the GM’s choice and changes the +INT modifier to +STR. The debility is a big cost, but even a partial success is going to null any effect of the spell. If you want to get the job done, you’re going to have to put something on the line.
Spellbreaker (Levels 2 – 5)
When you attempt to break an spell that will otherwise affect you, roll+Str. On a 10+, the spell is interrupted and has no effect on you. On a 7-9, the spell is interrupted, but you suffer a debility of the GM’s choice as magical energy is conducted to the ground through you. Your spellbreak protects only you; if the interrupted spell has other targets they suffer its effects.
Protective Spellbreaker (Levels 6 – 10)
When an ally within sight of you is affected by an spell, you can interrupt it as if it affected you. If the spell affects multiple allies you must interrupt for each ally separately.