When it came time to translate the rather cut-and-dried stuff of Chainmail’s “Fantasy Supplement” to D&D, far more selection and flexibility had to be delivered, for the latter game was free-form. This required me to back up several steps to a point where the figure began a career which would eventually bring him or her to the state where they would equal (and eventually exceed) a Chainmail wizard. Similarly,some basis for the use of magic had to be created so that a system of spell acquisition could be devised. Where should the magic power come from? Literature gave many possible answers, but most were unsuitable for a game, for they demanded that the spell-caster spend an inordinate amount of time preparing the spell. No viable adventurer character could be devised where a week or two of preliminary steps were demanded for the conjuration of some not particularly mighty spell. On the other hand, spell-casters could not be given license to broadcast magic whenever and wherever they chose.
This left me with two major areas to select from. The internal power, or manna, system where each spell-caster uses energy from within to effect magic, requires assigning a total point value to each such character’s manna, and a cost in points to each spell. It is tedious to keep track of, difficult to police, and allows Magic-Users far too much freedom where a broad range of spells are given. If spell points were to be used, it would require that either selection be limited or all other characters and monsters be strengthened. Otherwise, spell-users would quickly come to dominate the game, and participants would desire to play only that class of character. (As a point of reference, readers are referred to the handling of psionic abilities as originally treated in Eldritch Wizardry. Therein, psionic manna was assumed, the internal power usable totap external sources, and the range of possible powers thus usable was sharply limited.)
Having read widely in the fantasy genre since 1950, I opted instead for the oft-used system which assumes that magic comes from powerlocked within certain words and phrases which are uttered to release the force. This mnemonic power system was exceedingly well articulated by Jack Vance in his superb The Eyes of The Overworld and Dying Earth novels, as well as in various short stories. In memorizing the magical words, the brain of the would-be spell-caster is taxed by the charged force of these syllables. To increase capacity, the spell-caster must undergo training, study, and mental discipline.
This is not to say that he or she ever understands the words, but the capacity to hold them in the memory and to speak them correctly increases thus. The magic words, in turn, trigger energy which causes the spell to work.
The so-called “Vancian” magic system allows a vast array of spells. Each is assigned a level (mnemonic difficulty) rating, and experience grades are used to expand the capacity of the spell-caster. The use of this particular system allows more restrictions upon spell-casting character types, of course, while allowing freedom to assign certain spells to lower difficulty factor to keep the character type viable in its early stages. It also has the distinct advantages of requiring that spell-users select their magic prior to knowing what they must face, and limiting bookkeeping to a simple list of spells which are crossed off as expended.
The mnemonic spell system can be explained briefly thus: Magic works because certain key words and phrases (sounds) unlock energy from elsewhere. The sounds are inscribed in arcane texts or religious works available to spell-users. Only training and practice will allow increased memory capacity, thus allowing more spells to be used. Once uttered, the sounds discharge their power, and this discharge not only unlocks energy from elsewhere, but it also wipes all memory of the particular words or phrases from the speaker’s brain. Finally, the energy manifested by the speaking of the sounds will take a set form,depending on the pronunciation and order of the sounds. So a Sleep spell or a Charm Monster spell is uttered and the magic effected. The mind is wiped clean of the memory of what the sounds were, but by careful concentration and study later, the caster can again memorize these keys.
When Advanced Dungeons & Dragons was in the conceptualization stages some three years ago, I realized that while the“Vancian” system was the best approach to spell-casting in fantasy adventure games, D&D did not go far enough in defining, delineating, and restricting its use. Merely having words was insufficient, so elements of other systems would have to be added to make a better system. While it could be similar in concept to the spell-casting of D&D,it had to be quite different in all aspects, including practice, in order to bring it up to a higher level of believability and playability with respect to other classes.