Conjuring

Creativity
Quickness
Presence

Short Description

Conjuring is the skill of performing magical tricks or illusions to entertain or deceive an audience.

Success Criteria

Effects

Modifiers and Restrictions

Action Examples

You redirect a crowd’s attention with a sudden flash of light and a flamboyant gesture. While they react, your ally sneaks past the market square unnoticed.

  • DR 100 to successfully divert focus
  • DR 120+ may fool even trained guards or scanners

You can perform 'magical tricks' such as conjuring a card, create a flash, conjure a small animal etc. The DR depends on the complexity of the trick. This can earn you money, respect etc.

Long Description

Conjuring is a creative hybrid of performance and illusion. Though often dismissed as "entertainment," it becomes powerful in the hands of infiltrators, saboteurs, or charismatic spellcasters. You use misdirection, hand gestures, minor magical tricks, or showmanship to blur the line between illusion and reality. Ideal for setups, distractions, or subtle spell triggers.

This skill shines when paired with:

  • Acting – to stay in character while performing a ruse
  • Disguise – to sell the illusion of your false identity
  • Trickery – for rapid-fire magical diversions or minor object manipulation
  • Secret Casting – to cast a real spell unnoticed behind the illusion
  • Phantom Casting – to feign spellcasting and bait countermeasures

In the right situation, a clever conjurer can slip through security, steal the spotlight, or sell the illusion of power—and sometimes, that’s more powerful than the real thing.

Sequencing

Potential Counters

How to use this page

All the information above is intended as a guide to help you navigate the many situations that can arise during your game. Since it's both impossible—and frankly uninspiring—to plan for every possible outcome, players are encouraged to think creatively when using their skills. Game Masters, in turn, are encouraged to embrace and support that creativity.

Whenever possible, aim to resolve situations through narrative choices, logical thinking and role playing. If that’s not feasible, agree on a Difficulty Rating (DR) using the provided Success Criteria and Modifiers. These are not rigid rules, but suggestions - starting points to help you find the right level of challenge. The player describes their intended action, and the Game Master proposes a DR. This should be open to brief discussion at the table, ideally resulting in consensus. If not, the Game Master has the final say.

It’s important to emphasize that all suggested effects, modifiers, and action examples are exactly that: suggestions. If you’re unsure how to resolve something, they offer a reliable fallback—but wherever possible, we encourage you to push boundaries. That’s where some of the most memorable and exciting moments in play are born.

Sequencing and Potential Counters are far from exhaustive. With hundreds of skills, spells, and tech modules in the game, the possibilities are too vast to list. You’re encouraged to explore combinations that make sense in your story and setting and in the situations that arise in your game. Sequencing and countering are core to Cosmic Odyssey - they’re where strategic depth meets dramatic flair, and where legendary moments often take shape. Even if no sequencing and counters are mentioned, some certainly exists and can be smartly utilized.

So explore boldly, improvise wisely, and enjoy the game as it unfolds around your choices.