05 June 2020

Vancian Magic


This 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 many of his novels, just some short stories and excerpts relating to magic, and other people's analysis of the fiction. I am also using the Dying Earth RPG to fill in some gaps.

On the Principles of Magic

Let's begin by examining the basic principles of all magic. Mathematics reveal 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 analyse 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 perform 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 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. 

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 is aware of the significance of the scent.

Rules for D&D

I am only going to outline some rules for modifying the spellcasting of the magic-user class in this post; in later posts I may explore possible rules for cantraps and runes and sandestines.

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(like 5e) and each spell costs a number of spell points to memorize equal to its spell level. 

The other big change to implement is a chance for spell failure. I'm thinking of using the AD&D cleric spell failure as a basis. I also need to include a chance for going mad and limits to the level of spell that can be memorized based on Intelligence.

Okay, here's an outline of how a Vancian Magic-User might work:
  • Spells are stored in grimoires. 1 spell per grimoire.
  • A Magic-User prepares spells by reading a grimoire, whereupon the spell is impressed in the mind of the Magic-User. It takes 10 minutes per spell level to read a grimoire. A Magic-User can choose to 'forget' a spell at any time to make room for another spell. 
  • A spell is 'cast' or released when a Magic-User chants an incantation. An Incantation takes 1 round per spell level to be cast.
  • If an Incantation is not performed precisely, the spell will be miscast. The chance for this to occur is based on the Magic-User's Intelligence ability, armor worn, and spell level. There is a 5% chance to miscast a spell per spell level, so a 1st level spell has a base 5% and a 9th level spell will be miscast 45% of the time. 1% may be subtracted per caster level. 5% may be subtracted for each Intelligence modifier; so with Intelligence 13-15 5% is subtracted, 16-17 10% is subtracted, 18 15% is subtracted. Armor will increase chances of miscasting; each point of AC afforded by armor will add 10%. If a 1 is rolled when checking for a miscast, the spell backfired, meaning the spell will harm the caster instead of enemies or help enemies instead of the caster; otherwise when a spell is miscast it is released from the caster's mind with no effect.
  • Intelligence limits the maximum level of spell that can be prepard by a magic-user. With an Intelligence score of 10 only 1st level spells may be prepared. An 11 Intelligence allows 2nd level spells to be prepared; 12 Int gives 3rd levels spells, 13 Int 4th level spells, 14 Int 5th level spells, 15 Int 6th level spells, 16 Int 7th level spells, 17 Int 8th level spells, and 18 Int 9th level spells.
  • Two options are provided to determine the number of spell points awarded, either a direct conversion of the spells/day chart, or a more limiting version that reflects the scarcity of magic in the fiction. In both options a spell point is worth one 1st level spell, so a 2nd level spell costs 2 points, a 3rd level spell 3 points, etc. 
    1. D&D High Magic option: 1st Level - 1 Spell Point; 2nd - 2SP; 3rd - 4SP; 4th - 6SP; 5th - 9SP; 6th - 12SP; 7th - 17SP; 8th - 23SP; 9th - 31SP; 10th - 40SP; 11th - 47SP; 12th - 52SP; 13th - 58SP; 14th - 67SP; 15th - 75SP; 16th - 87SP; 17th - 99SP; 18th - 107SP; 19th - 119SP; 20th - 132SP; 21st - 141SP; 22nd - 157SP; 23rd - 172SP; 24th - 188SP; 25th - 205SP; 26th - 220SP; 27th - 237SP; 28th - 253SP; 29th - 271SP; 30th - 288SP; 31st - 304SP; 32nd - 322SP; 33rd - 342SP; 34th - 361SP; 35th - 381SP; 36th - 405SP
    2. Low Magic option: Spell Points = Intelligence Modifier + Caster Level
  • A Magic-User may attempt to prepare more spells. To do so he must make a Saving Throw vs Spells with a penalty equal to the level of spell to be prepared. If the Saving Throw fails the Magic-User is driven mad and is no longer playable.
  • If a Magic-User dies with spells still prepared, all the remaining spells are released simultaneously at random targets.

I'm not sure if I actually want to implement these rules; there are some other house rules I have been considering for magic-users, but if I want actual vancian magic I will test it out.

No comments:

Post a Comment