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If D&D magic were real, andyou had to explain it...

Greenfield

Adventurer
Pretend for a moment that you were a Wizard or Cleric or some other spell caster from D&D, in the real world.

Now, how woud you explain (or how do you envision) the Vancian magic system working?

I'm going to post my own thoughts under a Spoiler tag (if I can get it to work) so my take won't influence anyone elses.

Man is a tool using creature, and the same is true in our approach to magic. A spell caster has trained themselves to create, as mental images, the "tools" (for lack of a better term) to perform specific functions. These mental constructs are things that couldn't exist in real time and space, and typically involve elements of all the senses, as well as an emotional component. That is, it's a mental experience with sound and color, texture and taste, and is driven by a mood or emotional feeling.

We form these best when our minds are fresh and we are able to charge them with power, and with practice we can "build" more of these mental tools, and more complex tools as well. When we cast a spell we bring the specific tool into focus in our minds, then supply the act of will needed to direct and trigger the mental construct. This discharges the energy we invested in it. We have to prepare one construct foe each magical act we plan to perform.

We tend to use magic words and gestures, and occasionally some bit of material to help us bring the magic into focus. These are in fact mental crutches, mnumonic tricks to help us. We can do this without any of those things, but it's harder, and we need to put more care into the preparation when we want to do that.

When I write a spell down, I'm trying to describe a thing that can't actually exist, at least not in normal three dimensional space. It doesn't have to be a perfect description, since it's more a reminder than it is a technical schematic. It's a reference work for someone who already knows what's it's describing. That's one reason why one spell caster might have a problem working with someone elses notes. The description has to invoke the mood, the emotional component, and words that invoke that feeling in me might not give you the same feeling at all.

Some caster's notes will involve mathematics or geometric designs, while others may involve poetry or music or even rhythmic dance moves. No two will be exactly the same, and yet all will be "right".

That's one of the reasons that magic spells, when you listen to them being cast, may often rhyme, no matter what language is being used. It's one of the oddities that ancient magics, passed down from mage to mage over the centuries, will still rhyme in modern tongues.
 

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I'm not sure it quite covers what you are wanting, but this is what I have for my homebrew of Amberos (which was assembled back during 1E/2E)

Beyond the various ways magical effects are grouped, there are a wide variety of ways in which magic is invoked upon Amberos. In most cases the differences are strongly tied to the belief of how magic works; while two casters can produce identical effects, how they arrive at those effects can be vastly different. The more popular forms of “casting” magic are listed below.
Channelling: Considered the be the oldest form of magic casting, channelling allows a mortal creature to tap the power of a immortal creature and “channel” magical power, like a conduit. Most channelers are priests to one of the many gods, though there are warlocks who bind themselves to elemental, fey, alien, or infernal beings to access magic. In these latter cases, the binding to an immortal power may not be a direct link, but instead access through a pact or bond put into place by the immortal being long ago. Such pacts are accessible by those who learn the secrets of the contract and abide by its rules and clauses. One of the most well-known of the these is the Pact of Darkness, created by Gwieze during the dark age. Shadowcasters who are knowledgable of the contract can use its terms to pass from shadow to shadow, to slip into the Shadow World or even call on the energy of shadows to blast their foes or summon creatures of shadow to assist them at tasks - such as combat. Other well-known pacts include the Hellscript, which grants one access to infernal powers and the various pacts of the Wa-/Wri-Atari of Randu. The downside to these pacts is often that the wielder of such power offers their service (or servitude) to whatever power granted them their magical ability in life.
Runecasting: For the mortal races, this was the form that magic first took in the Time Before Time. By inscribing the power of magic into durable objects such as stones, tablets, trees or metal plaques - objects strong enough not to shatter under the stress of holding the letters of magic. Thus inscribed, magic radiated from the item, providing a constant magic effect according to what had been written or carved into the material. The problem with runecasting was that any spell took time to activate as it had to be carved into a resilient source. Second, the long, complex formulas were forced to be carved into objects that were rarely mobile. Finally, once activated, there was no “off” switch to the spell, unless the object in which it was inscribed was shattered, destroyed or somehow wiped clean of the runes. In modern Amberos, the skill of runecasting has been supplanted by Wizardry - though ancient Runestones can still be found in remote areas of Amberos, and some clans of dwarves still practice the art of runecasting in their durable stone holds.
Sorcery: Sorcery is the innate power of a being to accomplish magic. A sorcerous being does not need to memorize a cryptic formula nor write down arcane words into objects to manifest spells. Like the gods themselves, sorcerers can draw upon the might of magic with a thought. While the mortal frame cannot long support the channeling of such power through its system, in short bursts and with proper training, a sorcerer can produce powerful and wonderous effect to match any wizard. Overall, sorcery among the mortal races is fairly new and rare; for ages the way of Wizardry and Runecasting ruled arcane casting. The primary downside to sorcery is both its often explosive nature that can quickly get out of control and the fact that one is born with the talent of sorcery, or never possesses it. Even those who possess the talent of sorcery sometimes never learn to properly trigger their ability, and thus never come to recognize the innate talent they may have had all along.
Wizardry: This is among the most popular method through which magic is brought into being. By studying and memorizing arcane and complex formulas, wizards trap the magic of a spell within their mind to be unleashed by completing the formula through word, gesture or with a material component. Wizardry is the second oldest form of using magic, just behind Runecasting. The advantage over runecasting was that the spell did not need to be inscribed, and the incomplete formulas could be inscribed into less durable materials such as books or scrolls, or even tattoos inscribed into the flesh of the caster. Wizardry is the most popular form of magic use on Amberos, only slightly more popular than Channelling.
 

Ahem...

I've been casting Vancian spells for 12 years now. It's very tricky, but it works kind of like this.

First off, I can't cast any spells without dreaming. A good 8-hour sleep provides all the dreams I need, which are basically evidence of my mind relaxing and preparing for stress.

Then, with a clear mind, I open my spellbook. It looks pretty weird, but each spell is a series of images and words that evoke thoughts in my mind. If I experience these images and words in a certain pattern, they all just sort of click, and I'm ready to cast a spell.

Last, these spells need to be unlocked, or cast. There is one final shape or thought that turns the spell into reality, releasing it from my mind and turning it into reality. It's a little taxing - leaves me mentally worn out. But hey! It's not like I'm sacrificing animals, or summoning demons or anything...
 

Very interesting question. I must sift through the rationales of much fantasy (and science) fiction, and also game systems, to warm up. Several enthusiasts and game designers have spoken over the years regarding this matter, and I will allude to such already-made points.

So, the Vancian system is self-described here and there within the stories. I always left it mysterious and suspended disbelief during the telling of the tale as it were. If I did smile at a spell mechanic in passing (Excellent Prismatic Spray, Time Stop, Forlorn Encystment [Imprisonment], etc.), I considered the effect to be the result of a precise coordination of thoughts, sounds and gestures that were "scientific" in nature--repeatable, verifiable--and yet which produced supernatural effects.

The tales do talk of millions of years of (usually) humanoid civilizations (rising and falling) during eras when wonders existed beyond modern near-term capability (e.g. the Grand Mothalam with the archmage Phandaal and his characteristically colored tomes of lore [over a thousand spells identified and described]). It has been said that the average human mind can only hold a certain number of things like the digits of a telephone number in focus at one time--but there are exceptional people who can retain volumes, and mentally perform all manner of complex, multi-step math calculations. I also recall in school how it was said that engineering dealing with natural materials was up and coming because certain types of ceramics were used effectively on space shuttles instead of purely synthetic substances. So, miniaturization and simplification of technology leading to profound [perhaps mythological] elegance, and also finding human capabilities not yet known--or only suggested as being attributable to superheroes. (Roger Zelazny's works illustrate this beautifully.)

However, the effects are not self-generated, but rather are the result of wielding universal powers that are waiting for the right way to activate, such as electricity and the modern devices which now can use this elusive (to primitives) source. Vancian magic is elusive to the vast swathes of humanity because they do not know how to activate or harness it.

There is also the "distaste" and danger of scientists participating in their own experiments which is what the Vancian wizards often do. Some produce monsters in vats while attempting to create life in a lab. There is a strange dissonance with the futuristic magic-like powers wielded by flawed humans who engage in sometimes medieval-seeming practices. Perhaps there is also a very loose analogy to the anthropomorphized Greek deities who were powerful but often "petty" (emotional and involved rather than dispassionate observers and tinkerers).

There are several movies which somewhat capture the effect of showing technology as magic (or psionics) long after most people in a "world/universe" have forgotten the underlying principles (e.g. Dune) or never knew them in the first place (as Merlin, who was said to age backwards, might know what people never had known to that point in forward-moving history).

Vancian wizards understand the repeatable, difficult-to-achieve, and dangerous (especially if you miss a pervulsion, heh) power available as organic individuals regardless of whether they couch said disciplines and practices in mystical terms. They are practical professionals. They deal with lethal powers. They have only a few "shots" per day [like cannons in destructive capability, or else nano-technological ready-to-be shaped tools of limited duration but nevertheless great utility] because that is all that even the greatest minds may reliably remember. And because there is no maintenance required--other than the self (body and mind)--"conventional" degradable scientific wonders are set aside and their activating principles generally forgotten in lieu of perpetual potential super-power on a personal scale. (BTW, how I DO enjoy the Gamma World setting too in contrast.)

Most people do not have these powers, though many can manage a cantrap or two in a tight spot given a spellbook to study (ref. Cugel in the cave). The wizards, though, are steeped in the greatest of spell powers, live as kings, and generally do as they please because of their solo lethality.
 
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I always explain D&D Magic is just a horrible and basic form of Truespeech.

Basically everything in the world and every action take take is spoken in the spine of the universe. The words are weaving into reality itself. If these words are repeated or spoken again, they happen.

Magic is just speaking things into reality. The language is not an easy one to speak however.

You have to be a divine being just to speak this language even 1% correctly. And with these ability, you can bind your words to others, those you see worthy of your power.

Going without divinity makes speaking things into reality into more difficult. Gestures are used to supplement some of the poor speech. And without divine power, the act of speaking magic is lengthy and taxing. It requires preparation and usage is limited by experience and training. Innately magical beings can by pass some of the restrictions due to their specialness.
 

D&D magic to me has always been an aberration from how the rest of the game works mechanically.

My rationale for it has always been that magic comes from some source external to the character. For that source, creating the spell effect is trivial (which is why there's no die roll to cast the spell). The source could probably disseminate these effects in any way that he/she/it chooses, but does so in the particular way under discussion largely as a means of exerting control over the spellcaster.

Much like a rat in a cage being taught that he'll be fed every time he presses a lever, the wizard/cleric/etc. is taught that every time he makes a particular set of gestures and vocalizations, he'll be rewarded with a spell. The spellcaster is "hooked" becomes a pawn of sorts for whatever agenda the powerful magic-bearing entity is pushing. The spellcasting process has no significance in and of itself; it's simply a means of indicating to the deity/force/etc. granting the magic that you want a spell now. A deity with a sense of humor might have his priests recite "yo' mama" jokes in some ancient language just to screw with them.

Like the rat, the spellcaster is completely dependent on an independent external actor to grant him the result he desires, and has no real control over what happens. There's absolutely no reason why his spells couldn't just stop working. Without his power, the spellcaster is little better than an ambitious commoner.

The daily limitations and their ilk are essentially a form of bureaucracy, arbitrary rules that magical source entities enforce to keep their power from being drained to quickly and to keep spellcasters from getting delusions of grandeur. It's the equivalent of all that paperwork we have to go through to get anything done in the modern world.

So, if I were explaining magic to someone in the real world, I would tell them that it looks cool, but they should stay away from it.
 
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You want to know how we do what we do? Well, let me tell you a secret.

We have no idea.

All magic is passed down from master to student. Sometimes we write things down, but we never, ever write down everything. It's a truism that 'things were better back then' and somewhere along the line, we lost something, some essential secret or bit of lore that someone didn't write down and failed to pass on. It's said that magic used to be different back then, too, but we have to deal in the here-and-now. What has come down to us are scraps and bones.

I suspect that the great tomes of the Art that exist today are just the remnants of apprentice spells of the elder days, training tools and toys made in certain ways and shapes with most of the sharp edges filed off so the kids wouldn't hurt themselves too badly if things got out of hand. For all our great claims of research and creating new spells, all we manage to do, really, is just move coats around on pegs. There's a certain number and kind of coats, and only so many pegs. Who made the coats and pegs in the first place? We no longer remember and all our efforts to make new coats or new pegs have failed. Maybe one of the youngsters will have more luck than we have had.

The coat is a series of effects. I could go on about various theories but remember, all that is really just guesswork. Nobody has ever managed to 'take apart' a magic missile spell to make stronger or weaker missiles. Oh, once in a while some clever monkey thinks he's found the grand secrets of the elders just because he's managed to create a ball of ice or sound instead of fire, but again - Coat. Peg. He's just moved a letter or two and managed not to turn his intestines into snakes or something. ADD a phrase, or take away a single letter, and the spell fails, every time.

So, why can't I just repeat 'fireball fireball fireball', and have it work? Some creatures CAN do that. Things from demons to tiny faeries can do some effects any time they want, all day long? Why not the vaunted masters of magic? Like you see in the natural world, when you specialize in something you give up something as well. An anteater will never sit down to enjoy a nice steak. A pixie can stay invisible as long as she wants because that's her nature. Try as she might, she will never learn how to create water at will. Certainly some creatures can and do learn human magic, but then they face the same problem we do. Sorcerers are stunted creatures because sometime in the past one of their ancestors took a tumble with a magical creature. They gain a little sliver of it's special nature, but you can see that they pay for that by being unable to learn actual magic.

Oh you'll eventually learn to do more spells, and more complex ones, just like any other skill. You've expanded your closet, so to speak. You can mix and match your outfits, or do what my old master did and wear the same thing every day.

One thing you will never be, though, and that's a tailor. Just accept that and you'll be the happier for it.
 

If D&D magic were real, andyou had to explain it...

I wouldn't - I'd be too busy learning to use as much of it as I can, with an emphasis on Enchantments and Illusions.

Besides, I'm not sure it should be explicable - even sufficiently advanced magic, if explained properly, becomes indistinguishable from technology.
 


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