Magic Rules
Magic System
Magic in Endeavour is categorized into three distinct branches: Religious, Arcane, and Psionic. Each branch is further divided into specialized Schools of Magical Learning—Alteration, Conjuration, Divination, Evocation, and Illusion. These schools serve as the foundation for the studies of mages, clerics, and psychics alike.
The primary attribute for casting spells is Magic, while the secondary attribute depends on the source of one's magical power—either Intellect or Foresight. However, untrained magic users rely solely on their Magic stat. Based on the first casting class that a mage is trained in the art of, either Arcana or Divination are used to determine the outcome of caster checks. Spells are cast by channeling a required number of successes to manifest magical energy. A caster may use a partial action to attempt to gather power by making a caster check. The number of successes rolled may be immediately expended to cast a spell the caster knows, or banked to build toward a higher-cost spell. A caster may continue banking successes each phase, but if they perform any other action before casting, the held successes are lost. If the caster takes damage while holding successes, they must succeed on a Normal Concentration check or lose all stored successes. For every quarter of the caster’s maximum hit points taken in a single attack, increase the Concentration check’s difficulty by one category. Spells with the Coven (C) component may combine their successes with those of nearby allied casters. However, if any coven member fails a Concentration check, the entire pool is lost. Classes that use Arcana are as follows:Classes that use Divination are as follows:
Arcane Magic
Arcane magic users—commonly known as mages, wizards, or sorcerers—harness the unseen, untapped energy within atomic materials, often referred to as mana. By channeling this energy, mages can manipulate or create matter, either by restructuring existing matter and energy or by displacing them from alternate universes and planes of existence. Arcane magic users must study and acquire spells to wield them effectively. With dedicated research and the proper equipment, they can also develop entirely new spells through extensive experimentation and refinement. To cast spells, a mage must recite the proper incantations and rituals while attuning to the innate magical energies of the world. Most mages achieve this by reading from a spellbook—a written record of their spells—and channeling magic through a casting focus, traditionally shaped as a staff, wand, or orb. However, this is not the only method of spellcasting. Some mages memorize spells, allowing them to cast without a written source, while others possess the rare ability to tap into the arcane without the need for a focus. The mage, in order to change the spells they have already memorized or memorize new spells, must spend a certain time in study before they cast these spells. The formula for study time is shown below.Base Mana cost of Spells + the number of spells being memorized = Minutes of study time required.
The number of spells memorizable for use them without a spellbook is based on Intellect and one cannot memorize more spells than they know. If for whatever reason one is interrupted during their study, they may choose the spells that they memorized during the time up until the interruption.
Divine Casting
Religious magic draws upon the power of preternatural beings and the essence of the soul. Priests who wield this magic do not generate it themselves but serve as conduits for the divine power of their deity.Religious magic, while similar to arcane magic, is not acquired through meticulous study or memorization of arcane techniques. Though it still requires a written spell, it is channeled not through an arcane focus but through a sacred implement. This conduit can take many forms, such as a holy symbol, tattoo, idol, pendant, staff, or even a weapon favored by the deity or crafted in their likeness.
Godborn powers typically require extensive prayer and ceremonial devotion to attain. To change the spells they know, a religious magic user must spend a designated amount of time in prayer before they can memorize and cast new spells, following the same memorization process as arcane magic. The time required to receive a spell is determined using the equation below.
Base Mana cost of Spells + the number of spells being memorized = Minutes of prayer time required.
Psychic Casting
WIPSpell Formatting
The basic layout of spells goes as followsSpell, Example
Name: Spell Name
Spell School: Arcane School(s) of the spell
MC: Cost in mana to cast the spell
Components: If the spell has any components they will be listed here
Casting Time: The minimum amount of time to cast a spell
Target: The Target and Area of Effect of the spell (ie touch one creature)
Effects: Any applied effects such as stunned, bleeding, etcetera as well required saving throws if applicable
Description : A description of what happens in the game world when the spell is used
Spell School: Arcane School(s) of the spell
MC: Cost in mana to cast the spell
Components: If the spell has any components they will be listed here
Casting Time: The minimum amount of time to cast a spell
Target: The Target and Area of Effect of the spell (ie touch one creature)
Effects: Any applied effects such as stunned, bleeding, etcetera as well required saving throws if applicable
Description : A description of what happens in the game world when the spell is used
Component Classification
Arcane (A)- Requires training in the arcane. Only arcane mages can cast these spells.Coven (C)- Focus (F)- Use of a magical focus. This is an item that isn’t consumed by the spell.
Gestures (G)- Use of body movement to enact the spell.
Material (M)- Use of an item that is consumed when casting the spell.
Natural (N)- Requires training in a natural class. Only nature mages can cast these spells.
Psionic (P)- Requires training in a psychic class. Only psionic mages can cast these spells.
Religious (R)- Requires training of the divine. Only religious mages can cast these spells.
Spoken(S)- The use of words and noises to create the spell.
Visual(V)- The use of sight or knowledge of position from the caster
Linear (Vl)- A line can be drawn from caster to location of target with no barriers.
Nonlinear (Vn)- The caster is using a device or other means to see a target.
When a spell is attempted without the necessary components to cast, it is uncastable and immediately fizzles. If the spell is only missing one component, then it can be cast in a weakened state listed in parenthesis next to the normal spell section. Spells that can be cast in a weakened state are marked with a * next to components
Component List
Arcane (A)
Focus (F)
Gestures (G)
Material (M)
Natural (N)
Psionic (P)
Religious (R)
Spoken (S)
Visual, Linear (Vl)
Visual, Nonlinear (Vn)
Arcane (A)
Focus (F)
Gestures (G)
Material (M)
Natural (N)
Psionic (P)
Religious (R)
Spoken (S)
Visual, Linear (Vl)
Visual, Nonlinear (Vn)
Bonus Spells Known
Magic Attribute Score | Bonus Spells Known |
---|---|
-1 or Lower | -2 Spells Known |
0 - 4 | No Bonus Spells |
5 - 9 | 1 Bonus Spell |
10 - 12 | 2 Bonus Spells |
13 - 15 | 3 Bonus Spells |
16 - 20 | 4 Bonus Spells |
21 - 30 | 5 Bonus Spells |
31 or Greater | 5 + 1 Additional per 10 Magic |
Spells Memorizable
Intellect | Spells Memorizable |
---|---|
-1 or Lower | 0 |
0 | 1 |
1 - 4 | 4 |
5 - 8 | 8 |
9 - 10 | 12 |
11 - 14 | 16 |
15 - 18 | 20 |
19 or Greater | 20 + 2 per additional INT |
Comments
Author's Notes
This section is copy of the original article as part of the work on endeavor. Some of the tables may not be imported and some writing may not be properly formatted to CSS from the original DOCX format.