Seeking Spell

Self Discipline
Reasoning
Intuition

Short Description

Bend and refine your spells so they track, pursue, or home in on a moving or obscured target—even around partial cover or concealment.

Success Criteria

Roll d100 versus DR 100

Effects

Roll d100. Lower any penalty for cover by half of the the successrate.

Modifiers and Restrictions

+20 DR against the same target in the same cover on repeated use of skill.

-20 DR if target takes cover as a reaction to your spell attack.

Action Examples

You cast a spell at an opponent who dives for cover behind a crate (50% soft cover = -10. You counter this reaction with Seeking Spell and the DR 80 (-20 from modifier). Your total roll is 120, lowering the effect of the cover by 20 effectively cancelling it out (not providing any bonus).

Long Description

Seeking Spell allows casters to intelligently bend, redirect, or intuitively guide their spells toward evasive or obscured targets. Instead of relying solely on perfect line-of-sight or static positioning, this skill lets a mage introduce subtle adjustments—slight angular shifts, predictive arcs, energy attraction—that enhance a spell's accuracy and lethality under unpredictable conditions.

It is particularly useful in terrain-heavy, fast-paced combat where enemies constantly take cover, shift position, or attempt to vanish mid-fight.

Sequencing

This skill is used with a spell, so it is inherently sequenced. Sequence further with skills, spells and modules that enhance spell efficiency.

Potential Counters

No direct counters to the skill, but potential counters against the spell could be counterspell or any skill, spell and module that lowers the effeciency of 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.