Spell Feint

Presence
Creativity
Reasoning

Short Description

Mislead opponents about your spell's nature or target, making it harder for them to react, counter, or defend effectively.

Success Criteria

Roll d100 versus success rate 100.

If opponent uses Spellcraft or similar, roll opposed roll.

Effects

On success: Any skill, tech module, or spell used to read, identify, counter, or anticipate your spell suffers a penalty equal to ½ your Success Rate

Modifiers and Restrictions

+10 to DR if you've already cast a spell from the same spell category

-10 to DR if you have not cast a spell from the spell category before

Optional GM modifier: +20 to DR if opponent are trained in the category.

Action Examples

A caster hides behind a smoke cloud and prepares Chain Lightning. Roll: 135, SR = 35 → Counterspell rolls and awareness checks now suffer -17

Long Description

Spell Feint is a subtle art of magical misdirection. By disguising the nature, target, or intent of your spell—through gestures, vocal inflection, body orientation, or environmental manipulation—you can throw off enemy attempts to react or interfere. This technique is especially useful against foes with fast reflexes, counterspells, or perception-based skills. The most effective feints are performed from cover, at range, or when facing opponents who have already seen you cast a different type of spell. Veteran spellcasters use Spell Feint to open powerful attacks without immediate reprisal.

Sequencing

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Potential Counters

Not any direct 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.