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Vancian Magic
by Lance Duncan from Threshold Magazine issue 35This is my attempt to reform the magic system in D&D to be more in line with the fiction of Jack Vance. I should warn the reader that I haven't actually read all of the “Dying Earth” novels, but this is my understanding from reading a couple novels, a few short stories, several excerpts from the novels relating to magic, and other people’s analysis of the “Dying Earth” fiction. I am also using the “Dying Earth RPG” (2001) to fill in some gaps.
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On the Principles of Magic
Let’s begin by examining the basic principles of all magic. Mathematics reveals the secrets of magic. Essentially, mathematics and mathematical formulas are magic. Because math can be used to model/reveal the secrets of the universe it is also the basis for magic. In this sense magic can be looked at as a science, simply one that we don’t understand. Yet magic isn’t an exact science; it is more of an art form. The mathematical formulas conceal the elemental nature of magic. Mathematics is simply a way of understanding and codifying magic for practical uses. Just like in other sciences, mathematics is not physics or astronomy or chemistry, the equations are simply used to analyze and understand these parts of the universe.
On the Practical Use of Magic
In the “Dying Earth”, much of the knowledge of magic has been lost, so what is left is arbitrary. Basically spells are used, but the mathematical principles behind them have been lost, and because of that, research of new spells is practically impossible. There are no more than 100 spells left in existence. Each spell has been named after its original creator and performs specific formulaic effects. There are a few different methods of enacting magic, these are: cantraps, arcane spells and incantations, the indentured servitude of Sandestines, and thaumaturgical runes.
Cantraps are the simplest spells; they involve only minor gestures and a short phrase. Anyone can perform a cantrap. The effects of a cantrap can include simple blessings or curses, minor physical effects like swatting a fly, or putting out a candle. Each cantrap causes a specified effect. If a cantrap is miscast the effect can backfire on the caster.
Arcane Spells and Incantations are a defined set of instructions to a magical being to perform something specific. These spells are written in books, memorized by a magic-user, and then cast by chanting an incantation to release the spell. (Basically what we consider normal spellcasting in D&D.)
Sandestines are immortal magical creatures able to perform almost any magical feat imaginable. These creatures are fully sapient with their own will. Magic-users summon these creatures and through the presence of another type of magical creature, a Chug, bind the Sandestine into indentured servitude through a series of negotiations. Once indentured, the Sandestine will perform magical tasks for the magic-user, but often pervert the magic-user’s intention or just do a poor job out of laziness. Only the most powerful magic-users are able to indenture a Sandestine.
Thaumaturgical Runes are the method by which magic-users enchant items. Runes can be inscribed into objects or floors or walls. They capture a spell and it is performed continuously; the spell effected by a rune cannot be turned on or off.
On the Preparation and Casting of Spells
Each spell is a living thing; it is not just words or numbers on a page. The mathematical formula binds each spell into words and characters on the page. These living spells want to be released, and the very image of the spell on a page will force itself into the mind of the reader. Just reading a spell will release it into a person’s mind, and this can drive people mad. The reading (or memorization in D&D terms) is an arduous task. An ordinary man (Intelligence of 10) can hold one spell in his mind; two will drive him mad. Some people have an innate ability (greater Intelligence) to hold more spells, and through study and practice (higher-level magic-user) individuals can learn to hold even more spells simultaneously.
Spells are of differing intensity or level. While a man may be able to hold 6 lesser spells in his mind, he may forgo them if he wants to carry 4 greater spells in his mind, or about a 3:2 ratio of lesser to greater spells. The lesser spells are easier to hold in the mind than the greater spells; just because someone can hold some of the less formidable spells does not mean they can hold any of the spells of greater formidability. In addition a magic-user can purposefully cast out or forget a spell in order to free up space or mental power for a different one.
In order to cast a spell a magic-user has to be able to speak. A spell has to be spoken perfectly or else it can backfire on the caster; this goes back to the formulaic mathematical roots of containing magic in spells. Also the true name of a being has power; a magic-user can curse a being if they know their true name. The casting of spells leaves a distinctive smell in the air that can be detected by anyone who is aware of the significance of the scent.
Rules for D&D
Here I am only going to outline some rules for modifying the spellcasting of the magic-user class; cantraps, runes and sandestines will not be treated here.
I see the biggest change necessary to be a difference in how magic-users determine which spells they can memorize. Instead of being able to memorize a specific number of a specific level, they should be able to memorize based on a spell-point basis. Whether spells are split into lesser and greater spells, or 9 different levels of spells seems unimportant to me; it demonstrates the same principle. So a magic-user will be given a certain number of spell points or slots (similar to 5e) and each spell costs a number of spell points to memorize equal to its spell level. I am calling this their “Spell Focus” which will be different for each magic-user based on intelligence. (Following there is a Spell Focus chart which is derived from the spells per day chart of the magic-user in the BECMI rules.)
The other big change to implement is a chance for spell failure. I am basing this on a standard INT check. This check would then be modified by the level of the spell being cast (the higher the level, the more chance of failure), the amount of armor worn (this allows magic-users to wear armor, just with penalties to spellcasting), and the base level of magic-user (a higher-level caster is better at casting higher-level spells). Also to prevent this from being cumbersome in game play the miscast roll is unnecessary when high-level magic-users cast low-level spells.
Also a minor detail, there is only 1 spell per spellbook and they are not objects easily carried around. I’m aware there are many in the D&D community that feel the description of a spellbook in the D&D Basic Set (1983) as having dimensions of 2'x2' and weighing 20 pounds was a mistake, but I think it was a good decision. As far as I’m aware nowhere in the fiction of Vance, or for that matter any other author who wrote before the publication of D&D, do you see a magician carrying around easily referenced spellbooks from which they can quickly memorize a spell. There is always a well-protected library and/or laboratory in their home, and it is always something of interest to gain a spellbook containing the lost spell of X from the great magician X. So each spellbook contains only one spell and is something to be closely guarded in a secure location, not bandied about like some traveling bible. (Of course this is something that can be easily discarded by a DM.)
Below is the outline of the rules I have been using for magic-users based on the above guidelines:
Spells
A spell consists of formulae used to bind a daemon to a grimoire. When a grimoire is read the daemon enters the magic-user’s mind. The daemon is then released from the character’s mind and forced to perform a task when an incantation is properly chanted.
a magic-user must not be fatigued when reading a grimoire
it takes 1 turn per spell level to read a grimoire
it takes 1 round per spell level to chant an incantation
a magic-user may not contain two daemons of the same spell type in their mind without going insane
each spell requires an amount of ‘spell focus’ equal to its level, allowing a mixture of high- and low-level daemons to be contained
the level and INT of the magic-user determines their spell focus
to read a spell beyond the safe number, roll an INT check minus the spell level, a failure results in insanity
if a magic-user dies with spells still prepared, all the remaining spells are released simultaneously at random targets.
Miscasting
A spell may be miscast if the incantation is botched.
Make an INT check, -1 per spell level, -1 per AC granted by armor worn, +1 per 5 levels of the magic-user; a roll of 1 results in a backfire (to be determined by the DM)
if an incantation is interrupted it is miscast, roll for backfire as normal
Counter-Spells
Magic-users can counter other spells.
requires the release of a daemon of a level equal to the level of the spell being countered
1 round to cast if initiative won
contested roll : successfully counter if miscast roll is higher than the spell being countered
Scrolls
Magic-users may scribe the incantation of a spell from a grimoire onto a scroll (weighing 0.1 lbs. per spell level) to be preserved for a casting at a later point in time.
it requires 1 day of game time and 100sp worth of a magical ink per level of the spell to be scribed on a scroll
when the incantation on the scroll is read the ink dissipates, releasing its hold on the daemon
Grimoires
Magic-users keep libraries of grimoires hidden and well-protected.
Grimoires are 2'x2', varying in thickness based on spell level
1st Level = 300 leafs of parchment, 32 lbs., 2 inches
2nd = 400 leafs, 42 lbs., 2.5 inches
3rd = 500 leafs, 52 lbs, 3 inches
4th = 600 leafs, 62 lbs, 3.5 inches
5th = 700 leafs, 72 lbs, 4 inches
6th = 800 leafs, 82 lbs, 4.5 inches
7th = 900 leafs, 92 lbs, 5 inches
8th = 1,000 leafs, 102 lbs, 5.5 inches
9th = 1,100 leafs, 112 lbs, 6 inches
each grimoire contains the arcane background, history, incantation, and necessary binding formulae of 1 spell
magic-users begin with read magic and one other 1st-level grimoire of their choice
to scribe a known grimoire a magic-user must have access to an arcane library and enough spell focus
to scribe a grimoire takes 1 week and 1000sp per spell level
Research
To research an unknown spell a magic-user must have access to an arcane library, a laboratory, and enough spell focus.
to research a new spell takes 2 weeks and 2000sp per level
at end of research roll to miscast
on failure they must continue research with -1 to miscast
on backfire all previous research was wasted, laboratory is destroyed; save vs. breath or suffer a critical wound
Spell Focus by Intelligence
(1)–(8)=no chance of miscasting a spell of this level
Magic-User Intelligence
Magic-User Level
10
11
12
13
14
15
16
17
18
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
2
2
3(1)
2
4
4
4
4
4
4
4
4
4
2
6
6
6
6
6
6
6
6
5(2)
2
6
9
9
9
9
9
9
9
6
2
6
12
12
12
12
12
12
12
7(3)
3
7
13
17
17
17
17
17
17
8
3
9
15
23
23
23
23
23
23
9(4)
3
9
18
26
31
31
31
31
31
10
3
9
18
30
40
40
40
40
40
11(5)
4
10
19
31
41
47
47
47
47
12
4
12
24
36
46
52
52
52
52
13
4
12
24
24
46
58
58
58
58
14
4
12
24
40
55
67
67
67
67
15(6)
5
13
25
41
56
68
75
75
75
16
5
15
30
46
61
73
87
87
87
17
6
16
31
47
67
85
99
99
99
18(7)
6
16
31
47
67
85
99
107
107
19
6
16
31
51
71
89
103
119
119
20
6
16
31
51
71
95
116
132
132
21(8)
6
16
31
51
71
95
116
132
141
22
6
18
33
53
78
102
123
139
157
23
6
18
36
60
85
109
130
154
172
24
7
21
39
63
88
118
146
170
188
25
7
21
39
63
88
118
146
178
205
26
7
21
42
66
96
126
161
193
220
27
7
21
42
66
96
126
161
201
237
28
8
24
45
69
99
135
177
217
253
29
8
24
45
73
108
144
186
226
271
30
8
24
48
76
111
153
195
243
288
31
8
24
48
76
111
153
202
250
304
32
9
25
49
81
121
163
212
268
322
33
9
27
54
86
126
174
223
279
342
34
9
27
54
90
130
178
234
298
361
35
9
27
54
90
135
189
245
309
381
36
9
27
54
90
135
189
252
324
405