This week, I wanted to discuss a hallmark of Dungeons & Dragons, Vancian Magic. The phrase refers to the distinctive magic system created by the late Hugo Award winning author Jack Vance, first and most famously used in his Dying Earth series:
In Dying Earth, spells are complex formulae that must be memorized beforehand and that instantly produce a specific result. Furthermore, a wizard is only able to memorize a limited number of formulae, and, once cast, the formulae is erased from the wizard's mind (which is why Vancian Magic is also called "fire and forget magic"). As illustrated in the story "Mazirian the Magician":
In effect, spells become limited resources, such as torches and arrows.
This system is unlike magic in many other fantasy works, where sorcery is often slow and ritualistic or innate or just unexplained. However, Vancian Magic works well for Dungeons & Dragons, with its wargaming roots and resource management aspect, where Magic-Users often function as mobile artillery and spells serve as ammo.
Of course, Dungeons & Dragons doesn't adopt Vance-style wizards wholly, since the latter use swords (gasp!).
Personally, I like Vancian Magic in D&D: it's distinctive and flavorful, easy to understand, internally coherent and very old school (at least at lower levels) since it forces players to think about how to maximize limited spells, as well as how Magic-Users can contribute to the party outside of just wielding magic (e.g., torch bearer, interpreter, investigator, etc.).
Certainly, there are more flexible and equally creative RPG magic systems, such as Ars Magica's, and Vancian Magic certainly doesn't fit all genres or play styles. However, Vancian Magic does fit D&D-style games and D&D-type campaigns.
There's also the mini-game of picking spells and guessing what might be useful. This is a bug for some people, but a feature for me since it's also very old school. Pick the wrong spells for the adventure and it might be time to roll a new character!
However, for my rules set, Sorcery & Steel, I decided to use spell points rather than Vancian Magic. One reason for this was as a part of reducing demand on the GM's bandwidth. Specifically, I've eliminated look up tables such as this:
Another reason for using spell points rather than Vancian Magic is because I wanted a magic system that was more internally balanced. For example, in 1e AD&D, while Sleep and Push are both Level 1 spells, it is hard to argue that they are equally powerful.
At the beginning of this post, I said Vancian Magic is a hallmark of Dungeons & Dragons. By "hallmark", I mean that, IMHO, a rules set that doesn't use Vancian Magic is no longer in the orbit of D&D.
That's why, when I replaced Vancian Magic with spell points, I stopped referring to my project as AD&D house rules and, instead, as a new rules set.
In Dying Earth, spells are complex formulae that must be memorized beforehand and that instantly produce a specific result. Furthermore, a wizard is only able to memorize a limited number of formulae, and, once cast, the formulae is erased from the wizard's mind (which is why Vancian Magic is also called "fire and forget magic"). As illustrated in the story "Mazirian the Magician":
"They would be poignant corrosive spells, of such a nature that one would daunt the brain of an ordinary man and two render him mad. Mazirian, by dint of stringent exercise, could encompass four of the most formidable, or six of the lesser spells.
...
Mazirian made a selection from his books and with great effort forced five spells upon his brain
...
The mesmeric spell had been expended, and he had none other in his brain."
In effect, spells become limited resources, such as torches and arrows.
This system is unlike magic in many other fantasy works, where sorcery is often slow and ritualistic or innate or just unexplained. However, Vancian Magic works well for Dungeons & Dragons, with its wargaming roots and resource management aspect, where Magic-Users often function as mobile artillery and spells serve as ammo.
Of course, Dungeons & Dragons doesn't adopt Vance-style wizards wholly, since the latter use swords (gasp!).
Personally, I like Vancian Magic in D&D: it's distinctive and flavorful, easy to understand, internally coherent and very old school (at least at lower levels) since it forces players to think about how to maximize limited spells, as well as how Magic-Users can contribute to the party outside of just wielding magic (e.g., torch bearer, interpreter, investigator, etc.).
Certainly, there are more flexible and equally creative RPG magic systems, such as Ars Magica's, and Vancian Magic certainly doesn't fit all genres or play styles. However, Vancian Magic does fit D&D-style games and D&D-type campaigns.
There's also the mini-game of picking spells and guessing what might be useful. This is a bug for some people, but a feature for me since it's also very old school. Pick the wrong spells for the adventure and it might be time to roll a new character!
However, for my rules set, Sorcery & Steel, I decided to use spell points rather than Vancian Magic. One reason for this was as a part of reducing demand on the GM's bandwidth. Specifically, I've eliminated look up tables such as this:
Another reason for using spell points rather than Vancian Magic is because I wanted a magic system that was more internally balanced. For example, in 1e AD&D, while Sleep and Push are both Level 1 spells, it is hard to argue that they are equally powerful.
At the beginning of this post, I said Vancian Magic is a hallmark of Dungeons & Dragons. By "hallmark", I mean that, IMHO, a rules set that doesn't use Vancian Magic is no longer in the orbit of D&D.
That's why, when I replaced Vancian Magic with spell points, I stopped referring to my project as AD&D house rules and, instead, as a new rules set.
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