Touch Spell

Creativity
Quickness
Agility

Short Description

Touch Spell is a skill that allows a character to cast spells requiring physical contact. This would normally put caster at large risk, but this is mitigated by this skill.

Success Criteria

Roll d100 against DR 100 + target Base Defense

Effects

If successful, you manage to get off the touch spell, and the successrate is added to your base defense until your next action phase.

If you fail, the spell fizzles.

Modifiers and Restrictions

Standard attack modifiers

+20 if target does not suspect you are a spell caster

Action Examples

- Touch an enemy with Venomous Skin mid-brawl

- Channel Deepen Wound through your palm after grabbing a wounded target

- Strike with Withering Touch while grappling an enemy

Long Description

Touch Spell enables casters to integrate powerful spells into physical combat situations. While this exposes them to risk, it also allows for creative and surprising attacks. Use of this skill is best when the opponent doesn’t expect magic or is caught in a close encounter. Due to the physical nature of this method, it blends particularly well with grappling, parrying, and quick mobility tactics.

Because you're exposed during the attempt, timing and positioning are critical. A skilled Touch Spell user may disguise their casting or sequence it within another maneuver to bypass defenses.

Sequencing

Feint (1 AP) → Touch Spell (1 AP) -> Cast Spell (2 AP) – Distract with body language, then unleash magic

Dusk Step (2 AP) -> Touch Spell (1 AP) -> Cast Spell (2 AP) - Magically reposition yourself, improve your defense and cast the desired spell requiring touch.

Potential Counters

Skills, modules and spells increasing Defensive Bonus.

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.