# Trickery > *"How cleverly can I bend truth, attention, or expectation?"* Trickery is the discipline of making people see what you want them to see. It lives in the gap between what is real and what is believed, and in the hands of a skilled Fell, that gap is wide enough to walk an army through. Masters of Trickery understand that the best deception is one the target never questions. A lie told with perfect timing. A distraction placed just where attention needed to go. An enemy certain they have the upper hand, right up until they don't. Trickery is the art of rewriting the moment before it happens. In the Sphere, Trickery has kept the weak alive through the courts of powerful nobles, won battles that weapons alone could not, and undone plans that took years to build. For the Fell, it is often not a question of whether they can deceive, but how long they can keep the story running. > [!note] Example Skill Checks > > - Lie to a guard about your identity or purpose with enough confidence to walk through. > - Plant false evidence to redirect suspicion away from yourself or an ally. > - Create a distraction that pulls enemies out of position at exactly the right moment. > - Conceal your intentions during a negotiation until the other side has already committed. > - Feint during combat to bait an enemy into an opening they did not mean to give you.