Evade Spell Attacks

Quickness
Agility
Reasoning

Short Description

Use sharp reflexes and spatial awareness to dodge spell attacks, increasing your Base Defense against 1 specific spell attack.

Success Criteria

Roll d100 versus DR 100

Effects

Gain +3 Base Defense + 3 extra per 10 Success Rate against 1 spell targeting Base Defense.

Modifiers and Restrictions

+20 to DR if you know which spell is being cast

Can only be used as a reaction to a specific attack spell being cast at you.

Action Examples

A caster unleashes Shockwave in a 2-meter radius. You are in range but react fast. You roll 134 vs DR 100 → SR = 34 → Gain +12 Base defense → Your movement gets you to the edge, reducing the spell's effectiveness

Long Description

This defensive skill represents magical combat training paired with raw reflex. Casters often rely on overwhelming power or wide-range effects, but a sharp defender trained in Evade Spell Attacks can read the spell’s origin point, its arc, or the caster’s gestures to dive clear just in time. This skill is best used against spells that directly target BD, such as Lightning Bolt, Ray of Frost, Shockwave, or Chain Lightning. It is ineffective against resilience-targeting spells (e.g. Flame Burst, Mind Blast) or spells with area triggers and no targeting roll (e.g. Lava Eruption or Ember Trap).

Sequencing

Sequence with spell craft for a +20 bonus if you learn the spell being cast

Potential Counters

Spell sniping - attempts to negate counters to spells..

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.