Lake Geneva, 1971. Gary Gygax and Dave Arneson, finding their Chainmail Fantasy Supplement to be of surprising popularity, begin work on a new supplement that would be the first incarnation of the Dungeons & Dragons franchise. This supplement would take the fire-breathing dragon, the spell-slinging wizard, and the mighty hero (worth four normal warriors), turning them from mere afterthoughts into the stars of the show.
It was an exercise of turning square holes into circles and rounding out the concepts behind each character type, making for unique options that would offer a variety of play styles. Chainmail had already shifted the focus from units of men to individual heroes, and this new supplement had to go the extra mile. The game distanced itself from the battlefield simulations and focused on indoor adventures, such as castles and dungeons. This, more so than anything else, necessitated a change to magic.
In the Fantasy Supplement, wizards had essentially been given re-skinned catapult shots (fireball) and cannon fire (lightning bolt), as well as a few other spells still familiar today, such as invisibility and conjure elemental. But even with these concepts to work with, there were significant holes in the mechanics of how a single spellcaster would learn and cast spells. Some framework had to be established, something that would allow for each spellcaster to interact with the levelling system and grow more powerful as they advanced in their adventuring career.
And thus began a long and tempestuous relationship between Jack Vance and Dungeons & Dragons.
Jack Vance (1916-2013) was an award-winning mystery, science fiction, and fantasy author. Among his most well-known works is The Dying Earth series, a collection of books beginning with the eponymous The Dying Earth (1950). In the world of The Dying Earth, there are many wizards who memorize lengthy arcane formulae for their spells, casting them later by speaking the proper arcane words. Sound familiar? Well, that isn’t even scratching the surface of the mechanics which Gygax and Arneson
wholesale stole borrowed liberally from Mr. Vance. The following quote from The Dying Earth sheds some illumination on this:
The tomes which held Turjan’s sorcery lay on a long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan’s brain could know but four at a time. […]
Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandaal’s Mantle of Stealth, and the Spell of the Slow Hour.
That pretty much reads as though it’s straight out of your D&D wizard’s journal, doesn’t it? Especially if your wizard has been around since, say, 3rd edition, when you had to prepare your spells every day as opposed to simply having a list of prepared spells that you could always cast as long as you have spell slots. That’s right, if orcs broke down your front door in the morning, you needed three minutes to prepare a fireball to dispatch them.
For all its many flaws, it makes a lot of sense that Gygax and Arneson would use this system. After all, it comes with two built-in ways to advance as you level: you acquire more powerful spells and you can hold more of them in your mind. Powerful spellcasters can cast stronger spells more often in a day than less powerful spellcasters. It made sense then, and in many ways it still makes sense today.
But what if your world doesn’t have Vancian magic? What if magic isn’t a set of spells with names and prescriptive formulae, but rather an expression of the spellcaster’s will in the moment? What if spellcasting is like swinging a sword, with every stroke able to be measured and balanced for the precise task? What if you just want to light your pipe without burning a 3rd-level spell slot to cast fireball? Well, then you need to tell Jack Vance that he has to stop dictating how magic works in your world.
Magic After Jack Vance
One helpful method of limiting the influence of Vancian magic is already presented in chapter 9, “Dungeon Master’s Workshop”, in the Dungeon Master’s Guide in the form of the spell points variant. This eliminates the clunky and arbitrary spell slots mechanic in favour of providing a pool of magical power that behaves rather like mana. You can use as little or as much of it as you need in the moment, allowing you to cast more lower-level spells or a few higher-level spells as the situation demands.
However, this still leaves the issue of idiosyncratic spells that are set in stone and cannot be adjusted for the moment. The magic of a fireball spell is such that it always blows up in a 20-foot radius conflagration—you can’t shrink it to be more potent, nor make it bigger at the cost of some of its damage, even if such options would be balanced in terms of gameplay. Nor can you spread its magic out over a longer period of time to, say, heat a bath for an hour. Yes, you can always create a spell that fits all these situations, but then you run into the problem of only being able to know so many spells. Obviously, having an infinite number of marginally differentiated spells covering every conceivable situation is not the solution. And similarly, allowing existing spells to be altered in infinite ways conflicts with the checks and balances inherent to the existing framework of magic.
This leaves us then with the issue of needing an entirely new framework for magic in D&D if we really want to get rid of Jack Vance’s influence. Something that allows us to break the yoke of slavery to 40 years of prescriptive spellcasting.
Unlike Vancian magic, our new dynamic spellcasting system completely dispenses with spell slots. In fact, there are no limited magical resources of any form—not even spell points. Thematically, this is not unprecedented in Dungeons & Dragons. When warlocks were first introduced in Complete Arcane (2004) back in 3rd Edition, they eschewed spellcasting as a wizard or a sorcerer “through the medium of spells”. Rather, they invoked “powerful magic through nothing more than an effort of will”. As a warlock gained levels, the effects they could produce became stronger as they learned to get more from the magic that they harnessed to create them. This concept has carried forward to 5th Edition, where warlocks can use invocations to improve the effects of their eldritch blast. It is this mechanic that we believe holds the key to a new paradigm of spellcasting.
This new framework, having no daily allotment of magical power, dispenses with the so-called “8-hour adventuring day”, where the party’s progress abruptly halts when the spellcaster is out of spell slots (or spell points). Instead, spellcasters can draw on magic in the form of mana, which is measured in game terms by arbitrary units called mana points. A spellcaster can never run out of mana, since it exists everywhere and within everything. However, reckless abuse of their power can lead them to suffer drain, which has increasingly detrimental effects and may even pose a risk to the spellcaster’s health.
In addition to reworking how spellcasters interact with magic, dynamic spellcasting also completely overhauls the nature of spells, how they are learned, and how many of them function. Spells that are essentially the same thing, like hold person and hold monster, have been combined; spells that are thematically linked are able to be learned at the same time by studying their associated discipline; and spells that were horribly broken, like wall of force and contagion, have been reworked. In short, we’ve taken the Vancian concepts of only being able to know so many spells, and those spells always being the same discrete formula, and we’ve chucked them out wholesale, lit them on fire, salted the earth, and set a holy order of knights to watch it for all eternity. Using this system, you are free to sling spells the way the gods of magic intended.
Excited yet? We are. This project has been a labour of love for some time now, and we’re ready to put it to the test. ‘Test’, of course, being the operative word; revising the entire magic system is a massive undertaking, and we need your help to do it. The rules right now are written in pencil, not ink. We fully expect significant changes to follow the current version of the rules. In fact, we’re hoping for it. We want to hear your opinions, your experiences, your suggestions, your accolades, and your complaints. All of it. Let us know what works and what doesn’t. Let us know what’s fun and what isn’t. We can’t make it better without feedback.
The playtest rules also come with a new class, also fitting with the theme of deconstructing and reinventing the way D&D approaches magic. The new class, the Sorcerer, is a combination of druids, sorcerers, and wizards. You could justifiably also use it in place of clerics, as well, depending on the nature of your world. The class includes four archetypes: Battlemage, Druid, Erudite, and Mesmer, each with their own playstyle and open-ended flavour.
You can get the Spontaneous Spellcasting supplement right now on Dungeon Masters Guild. Click here or on the image below!
Join the discussion on this in the comments below or at our official Reddit page!