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What is Vancian magic and does DnD have it?
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<blockquote data-quote="Doug McCrae" data-source="post: 4922878" data-attributes="member: 21169"><p>Agreed.</p><p></p><p>I'd say it's fairly similar. There are no travelling spellbooks in Vance, wizards always seem to leave their books at home. The number of spells they can memorise is much more limited than it is in D&D, a powerful wizard can keep no more than half-a-dozen or so in his mind. There doesn't seem to be any daily limit. A wizard could cast a spell, go back to his books, relearn that spell, cast it, go back to his books, and so on with the only limit being how long it takes to memorise. I'm not sure if the stories say anything about how long this takes.</p><p></p><p>The lack of daily limit might look a lot different from D&D but the way it works for Dying Earth wizards in practice is - "One use of each spell per adventure. Regain your spells when you return home." This is pretty much the same as a 1-day D&D dungeon delve. Camping in the dungeon to relearn your spells always seemed a bit weird to me, anyway.</p><p></p><p>In Dying Earth wizards don't actually seem to focus on their spells that much. In fact to be a wizard means more "owns a large collection of magic items" than "casts spells". They are literally magic users. Rhialto the Marvellous uses his genie to do pretty much everything he needs.</p><p></p><p>The thing that really struck me about Dying Earth is how good a fit it is for the default 'Points of Light' setting in the D&D rules. Dying Earth is imo closer to the default D&D setting than any other in fiction. The world is old, there are many ruins. Travel outside the civilized areas is insanely dangerous, there are constant random encounters. There are lots and lots of magic items and many different kinds of monster. Wizards are the top dogs. This is just like Greyhawk and Forgotten Realms. "Magic is best" is true in Vance and the D&D worlds, not in Conan or early fantasy such as Morte d'Arthur.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 4922878, member: 21169"] Agreed. I'd say it's fairly similar. There are no travelling spellbooks in Vance, wizards always seem to leave their books at home. The number of spells they can memorise is much more limited than it is in D&D, a powerful wizard can keep no more than half-a-dozen or so in his mind. There doesn't seem to be any daily limit. A wizard could cast a spell, go back to his books, relearn that spell, cast it, go back to his books, and so on with the only limit being how long it takes to memorise. I'm not sure if the stories say anything about how long this takes. The lack of daily limit might look a lot different from D&D but the way it works for Dying Earth wizards in practice is - "One use of each spell per adventure. Regain your spells when you return home." This is pretty much the same as a 1-day D&D dungeon delve. Camping in the dungeon to relearn your spells always seemed a bit weird to me, anyway. In Dying Earth wizards don't actually seem to focus on their spells that much. In fact to be a wizard means more "owns a large collection of magic items" than "casts spells". They are literally magic users. Rhialto the Marvellous uses his genie to do pretty much everything he needs. The thing that really struck me about Dying Earth is how good a fit it is for the default 'Points of Light' setting in the D&D rules. Dying Earth is imo closer to the default D&D setting than any other in fiction. The world is old, there are many ruins. Travel outside the civilized areas is insanely dangerous, there are constant random encounters. There are lots and lots of magic items and many different kinds of monster. Wizards are the top dogs. This is just like Greyhawk and Forgotten Realms. "Magic is best" is true in Vance and the D&D worlds, not in Conan or early fantasy such as Morte d'Arthur. [/QUOTE]
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What is Vancian magic and does DnD have it?
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