What is the role of magic in your world?
Most tabletop games are really designed to be played in high magic settings. There are plenty of reasons to run a high magic world where common enchanters solve common problems with their overflow of magics. There are plenty of reasons to run a gritty world where magic is rare, never the go to solution, and a spell going off is enough power to cause awe and fear in equal measures.
This may be the most important question for people engaged in world building or writing RPG mechanics. If you want magic to be rare but powerful and awe inspiring, then having 4 of 5 party members being able to cast unlimited cantrips tells the opposite story of your world. This is not a minor world building issue, but it is the most common mismatch I see in games.
That said, if magic is widely available, then your world would not be like the European middle ages. Those magics should change the world dramatically and, once again, having those magics available but not recognized by or folded into the world building is story breaking. It is using mechanics to tell one story while the DM’s narration tells an entirely different story. If prestidigitation is everywhere, then you don’t need public baths. If healing potions are in every shop, why do towns have doctors and are people still going to churches to pray for healing?
This thread is core to your world building. It determines if every town has an enchanter or if only the King can afford a court wizard, and a dubious court wizard at that. Is your world’s magic a larger interconnected system or a mix of odd abilities cobbled together by mad sorcerers playing with powers they don’t understand. The former needs a library or a school and those would have heavy political influence or be controlled by those who do. The latter needs a scattering of odd abilities and nebulous power sources. Each approach requires different histories and areas in your world.
How powerful do you want it to be in combat? In non-combat challenges? In support?
Regardless of whether this is an author challenging their main character or a DM challenging their players, part of what you have to determine is what kind of questions does magic contain the answers for. A story without a challenge is a crappy story. So if magic is always available and always solves everything without a cost then there is really no story. Magic can destroy your story… so be careful. Don’t build a system that is so cool that it makes your story or world suck.
There are two approaches to solve for this:
- Limit the amount spells that can be used, either by cost or limit charges
- Limit the power of spells, so they help to solve more that entirely solve the problem
While this pair of approaches is common, many games end up with both limitations breaking down due to power scaling. While there are many ways to control the amount of spells, the bigger problem is often limiting the power of spells, specifically utility spells. Trying to keep a limit on those spells so they are still useful compared to other spells while also not just entirely solving the problem at hand.
As an example, older versions of D&D had really detailed and nuanced travel mechanics that forced critical game decisions… unless you got Good Berry, Leomund’s Tiny Hut, and Pass without a Trace at which point travel challenges lost all meaning. Resources no longer mattered and all strategic concerns are removed. As a DM, if you want travel to be an issue in your world then you have to get rid of those three spells. If you think travel is a pain in the butt and a waste of time, then give those spells away as much as you can.
Now this is also where we run into the “whimsical high magics”. These are worlds like Harry Potter or many old Disney movies. The spells are very specific, very silly, and are generally played for a laugh or a smile. This level of flavor but not power is often really engaging. Let owls deliver the mail or brooms sweep the floors themselves. Let a princess sing so birds fly in and give her a french braid. This gives the world a magical feel without giving players god-like powers.
Vancian Magic
This was the original system used in D&D and variations of it are still core to most tabletop RPGs games. It is a highly formal system. The idea is that magic users have a limit on how many spells they can have memorized at a time. This limit is not just the total number of spells, but also takes into account the power of those spells. When they cast a spell, they “forget” that spell. The spell list limited both the quantity and quality of spells available.
Spells in this system are traditionally discreet and consistent between casts and casting magic is reliable. You are able to take multiple copies of the same spell but this limits your versatility as a caster.
Vancian Variant 0.1 – the 3rd edition Cleric
So this was less a system and more a special rule. Clerics used the traditional vancian system but with one exception. Life Clerics could mark off any spell and instead cast Cure Wounds. Death Clerics could do the same thing but it would be Inflict Wounds. In a game without flexible casting, this was seen as very powerful.
But there is no reason this can’t be done with other classes using a Vancian system. Basically it is just picking a first level spell that can scale with level and making that your “signature spell”. I see no reasons why a specialist wizard should not have the same ability. An illusionist gains silent image. Evocation gains burning hands or magic missile. All of this is super simple to house rule.
Vancian Variant 1 – Mana
The first variant method is so common it is actually in the 5e D&D DMG and thus an official variant, that is the spell point system or mana system. This is often written as a conversion option for magic users in the game as it exists today. Spell slots are converted to a pool of mana points. Spells are given a mana point cost. Total number of known spells is generally lower because in the original Vancian system players would often take multiple copies of their favorite spells. So if you have 10 spell slots, maybe learn about 6 spells.
This system is often seen as a more flexible and less complex version of the original. The problem here is it does often encourage one trick pony casters. The guy who only casts fireball loves this system… but that does get old. If your spell list has any imbalances between spells, then this system often emphasizes that problem.
Vancian Variant 2 – Spell Save System
This is a fairly common variant in the OSR world. Instead of spells being guaranteed to be successfully casted each time, you roll for success or fail. On success the spell goes off and you still remember that spell. On a fail, no spell happens and you forget the spell. This changes the risk reward profile of magic, making it far more hit and miss.
Like variant 1, this system can simply be applied on top of an existing system without the need to change everything around. It does add a level of randomness to your game, so it will be more unbalanced. The good news is it does produce both overpowered and underpowered outcomes naturally for a larger dungeon. The problem is in moment to moment encounters, this kind of casting can make them entirely trivial or the party is basically down a player.
This goes back to the question “what is magic in your world” because if you want rare but powerful magic, then this does a great job of that as casters chain a series of big spells together. If you want rare magic, then just wait until 2 or 3 spells fizzle in a row. Magic will feel rare and unreliable.
Vancian Variant 2.1 – Mis-spell System
Similar to above but the negative consequence is not you forgetting the spell but miscasting it. So this is a tongue-firmly-in-cheek system. So for example, the spell “send message” on a fail would instead turn into “send massage” and the target would get a nice back rub instead of critical information. “Speak to Dead” could become “Speak to Dad” and trying to cover the floor in “Grease” could instead covers it in “Geese” and that flock starts to run around and pull Untitled Goose Game shenanigans for the rest of the session. This takes a bit of extra work from the DM and players but it does add humor to the table. For balance reasons, maybe you lose the original spell for an hour or so, but not the normal length of time.
I actually really like this system, but not for all worlds. This does not fit in a gritty setting, but is great for a one shot in a magic castle. I am also unsure how well the jokes will play out over a long campaign.
I first saw this idea here: https://www.prismaticwasteland.com/blog/spelling-errors-a-magic-miscast-alternative and I kind of love it. So credit where credit is due.
Vancian Variant 1.1 or 2.2 – Shadowrun’s Drain
So in the kitchen sink of a cyberpunk game, Shadowrun uses a drain system. This game basically has two different health pools and some abilities, like magic, damage the second pool. If you are a fighter type, this second health pool is just extra health. If you are a magic or special skills user, this is your mana pool, AKA variant 1.1. Generally you can assign incoming damage from enemies to either health pool so you are always playing a mini risk vs. reward game negating incoming damage vs. having mana to spend on attacks next turn.
Here the spell always works… but you roll to resist stun damage. So while the power of the spells is far more consistent, here the wildness of the system created by a failed roll is the cost you paid to cast the spell, thus making it a bit like a spell save system, AKA variant 2.2. This magic system fits into the narrative of that extreme setting as spells always work, something spells get a ton of extra damage, and something they render the caster unconscious afterwards because they dealt too much damage. It is all very metal and very Shadowrun.
Vancian Variant 3 – what the heck is 5e’s system exactly?
So 5e D&D doesn’t really use any of the 3 previous interchangeable systems. They have kind of a mix of Original Vancian and Variant 1. In effect, they have multiple tiny mana pools which overlap down and multiple tiny spell lists with overlap up. Casters are able to cast any 2nd level spell with any 2nd spell slot. That sounds simple. But the nuance here is that many 2nd level spells can also be cast with higher level spell slots for extra kick and higher level spells slots can be used to cast lower level spells, thus higher quality slots actually give you both more power and more versatility.
This system gives you some of the flexibility of the Variant 1 with some of the rigidness of the original still in there. When you get into the details, it gets fairly complex very quickly and that gives you some strange decisions at various points in time. This system has a nice mix of spell balance and flexibility, but the strange overlaps do end up feeling a bit less like a flexible design and more like it’s wobbly enough that players can make it fit if they shove on it hard enough.
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Thank you all for reading, we will pick up next week with part 2 where we talk about alternatives to the Vancian variants and see what happens when we try to combine all the ideas into one system.
