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Vancian Magic

Vancian

Vancian System Prepared Casting Gestalt Casting Spontaneous Casting
Vancian Package Deals Vancian Spells    
NOTE: This document describes an abstract archetype of Magic that encompasses several distinct Magic Systems. You wouldn't create a "Vancian Magic User" as a playable Character, instead you would create a Wizard, Sorcerer, Magni, or one of the other concrete implementations of this type of Magic.
Focus
The basic idea behind a Vancian Magic System is that Magical Effects, typically called Spells, are memorized by Spellcasters and then forgotten when cast. Spells are categorized by their general power level, usually referred to as a "Spell Level", and individual Vancian Magic Users have a finite limit to how many Spells they can have memorized on a given day.
Further, once released Spells exist independently of their caster, allowing a Vancian Magic User to throw one Spell after another until they run out of their finite collection. This is often called a "Fire and Forget" style due to the combination of forgetting Spells, and the lack of maintenance required once a Spell is cast.
This sort of Magic System was envisioned by the author Jack Vance, and was inextricably intertwined with role-playing game concepts when Gary Gygax used the idea as the seed for the Magic System created for the first role-playing game, Dungeons & Dragons (D&D).
The ideas of X Spells per Level per Day, "9th Level" Spells, and so forth are familiar to many gamers that have played some version of D&D in the past. Not every one is a fan of D&D, but whether one loves, hates, or is indifferent to D&D is irrelevant to the usefulness of the underlying concept of this style of Magic. It can be used for a wide variety of implementations and is a surprisingly robust model to wrap a Magic System around.
Means to Power
Vancian Magic Users learn to cast Spells, often making use of props such as incantations, gestures, material components, and similar trappings of Magic use to assist them in the casting of their Magic. Vancian Magic Users go through various levels of understanding and capability as they advance.
As they gain experience, their ability to manipulate the metaphysical Laws of Magic increases, as does the mental endurance required to focus their will. Essentially, as they progress their ability to cast larger and more powerful Spells increases assuming they spend Experience Points accordingly.
Casting Model
Individual Vancian Magic Systems use different mechanics, described in depth in their own documents. However all them have some similarities; most notably all of them have a concept of "Known Spells" which are learned via the use of topical Magic School Skills.  
SPELL LEVEL TO ACTIVE POINTS
All of the Vancian Magic Systems described on this site share the concept of Spells that are ranked by Spell Level; some GMs may prefer to refer to this concept in variant ways, such as Spell Circles, Spell Houses, or Spell Ranks to avoid confusion stemming from the overloaded use of the word "Level", or simply to add more flavor.
Each Spell Level starting at Spell Level 0 has 15 Active Points more than the Spell Level before it.
Thus a Level 0 Spell is between 1-15 AP, 1st Level Spells are between 16-30 AP, 2nd Level Spells are between 31-45 AP and so on as indicated in the table below.
Restrictions
There are a number of restrictions which apply to this type of Magic Use, as follows.
NUMBER OF SPELLS KNOWN
There is a finite limit to the number of Spells Vancian Magic Users may know. Each of the Magic System documents describing Vancian Systems clearly indicates the limits in effect for that System.
REQUIRED/FORBIDDEN MODIFIERS
All Vancian Magic Systems have some common restrictions on Power Modifiers that can be applied to their Spells. This list is summarized below. Individual Magic Systems might have additional restrictions beyond these common ones also.
Vancian Magic Spell Design Restrictions
  • No Spell may have an Endurance Cost
  • No Spell may have an Activation
  • All Spells must be Charge based
  • No Spell can Require a Skill Roll to be cast
    • A Spell may Require a Skill Roll to take effect
      • such as a Spell requiring a Persuasion skill roll
      • such as Spell Resistance
NO END COST
Vancian Magic Systems don't cost END; their frequency is controlled by the number of Spells per day a caster can cast. However, a Spell can use the Fatiguing Long Term Endurance Side Effect described in the Magic Limitations document.
NO ACTIVATION
Vancian Magic is extremely reliable. Activation Rolls are not appropriate to this style of Magic.
CHARGE BASED
Perhaps the most distinctive aspect of the Vancian Magic Systems presented herein is that they are Charge based. There are many advantages to designing Spells on Charges, particularly Continuing Charges.
One of the main advantages to using Charges is that in the HERO System Powers built on Charges do not cost Endurance. A Vancian Magic user can throw Spells until they run out and not even break a sweat doing it.
CONTINUING EFFECTS
Continuing Charges are used for Spells that are not Instant in nature. All Continuing Charges must have a defined method to end their effect, which for Spells is globally defined as Anti-Magic, which is any Area of Effect Suppress or Dispel which would affect the Spell and is of equal or greater Active Points, regardless of any Effect Rolls.
Spells built on Continuing Charges are amazingly effective for various reasons, such as:
  • Continuing Charges are effectively Persistent; they keep working even if the character that activated them is Stunned, Knocked Out, or Killed.
  • Charges taken on Inherently Persistent Powers (such as many Defenses) cap out as a -0 Limitation; they never become an Advantage.
  • Attacks bought on Continuing Charges continue doing damage until the Charge expires.
  • Powers in Variable Power Pools and Multipowers on Continuing Charges are not deactivated by switching slots around; once activated they continue to work until the Charge expires even if the activating character reallocates their VPP Pool or switches their Multipower to other slots.
OTHER CHARGE OPTIONS
By default Fuel, Recoverable, and Boostable Charges are not allowed, although in some cases a GM might allow them if appropriate.
NO SKILL ROLL TO CAST
The Skill impact to almost all forms of Vancian Magic is in learning Magic, not in casting it. Once a Vancian Magic User has learned a Spell to their Known Spell List, they can generally cast it effortlessly; the number of times they can do so is controlled by the number of Charges available to them per day.
INTERACTION
An exception to this is for Spells that require a Skill Roll to take affect, such as a Charm Spell that, though it always is castable and works, might not effect a target unless a Persuasion Skill Roll can be made, and other similar effects.
SPELL RESISTANCE
An exception to this is for Spells that require a test against Spell Resistance. The Spell Resistance concept is applicable to Vancian Magic, and uses the Spell School Skill appropriate to the Spell being cast.
Each Vancian Magic System specifically notes if it is compatible with Spell Resistance.
Metamagic
All of the Vancian Magic Systems presented on this site can be used with the following Metamagic abilities, if a GM permits them.
METAMAGIC FEATS
AUGMENT SUMMONING
Your Character is able to summon more powerful versions of Creatures using Summoning Spells.
 AUGMENT SUMMONING AS CUSTOM TALENT
Your Character may cast a version of a Summoning Spell they have access to that has up to 15 Active Points more effect, allocated towards the Character Points available to the creatures they Summon
Real Cost: 1 Point
EMPOWER SPELL
Your Character is able to cast more powerful versions of Spells they have access to.
EMPOWER SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that has up to +30 Active Points applied to the base effect of the Spell (but is otherwise unchanged).
Real Cost: 1 Point
ENLARGE / WIDEN SPELL
Your Character is able to cast Area of Effect (AoE) Spells with an increased Area of Effect.
 ENLARGE / WIDEN SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that has either the Explosion or Area Of Effect Advantages with up to 15 Active Points applied towards increasing the area affected by the Explosion or Area of Effect Advantage.
Real Cost: 1 Point
ESCHEW MATERIALS
Your Character is able to cast Spells that normally require components without those components.
ESCHEW MATERIALS AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that normally has either a required Focus Limitation, or a Restrainable by Spell Pouch Limitation without those Limitations.
Real Cost: 5 Points
EXTEND SPELL
Your Character is able to cast Spells that have duration and have them last longer than usual.
 EXTEND SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that uses a Continuing Charge with up to 15 Active Points more effect applied towards increasing the duration of the Continuing Charge.
Real Cost: 1 Point
MAXIMIZE SPELL
Your Character is able to cast Spells that have the maximum possible effect for a Spell of that type.
 MAXIMIZE SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that does damage or otherwise determines effect by rolling some number of d6, with the addition of a special +1 Advantage called "Maximum Effect" which causes the Spell to have the maximum possible effect based upon the number of dice available to it.
For instance, a Maximize Spell version of a Spell that had a 10d6 Energy Blast effect would do 60 STUN and 20 BODY, with no roll necessary (Knockback would still be determined normally).
Real Cost: 1 Point
QUICKEN SPELL
Your Character is able to cast a version of a Spell that they have set up earlier at will.
 QUICKEN SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to with the addition of the following version of the Trigger Advantage:
Trigger (Activate the Trigger at will as an action that takes no time, Trigger is reset by casting the same Spell again; +1/2)
Real Cost: 1 Point
SILENT SPELL
Your Character is able to cast Spells that normally require Incantations without speaking.
SILENT SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that normally has Incantations without that Limitation.
Real Cost: 5 Points
STILL SPELL
Your Character is able to cast a version of a Spell they have access to that normally has Gestures without that Limitation.
STILL SPELL AS CUSTOM TALENT
Your Character may cast a version of a Spell they have access to that normally has Gestures without that Limitation.
Real Cost: 5 Points
Magic School Skills
All of the various Vancian Magic Systems include the concept of "Known Spells" that a practitioner is able to cast, and one or more Skill Rolls that are used to either "learn" and "create" Spells, or to change Spells allocated to a Variable Power Pool.
Each Magic System organizes Spells according to different criteria into "Schools" or an equivalent, and has "School Skills" or equivalent other abilities corresponding to such. The differences in the way individual Magic Systems organize their Spells into Skill groups provide a major area of stylistic difference between them.
SPELLCRAFT
However, the concept of Spellcraft exists as a basic and practical understanding of underlying principles vice the specific and nuanced knowledge of individual Magic School Skills.
Thus at the GM's discretion a character might choose to learn a Custom Talent called Spellcraft. Spellcraft represents a very general but flexible knowledge of Magic and while it will rarely yield the same depth of knowledge on a given subject as the appropriate Spell School Skill for a particular Spell would, it  is convenient and is often less expensive than buying a separate Knowledge or Power Skill for a wide variety of Magic Systems.
Spellcraft can also represent the inborn understanding of a Sorcerer, a flair or genius for applied theory, or the generalist knowledge of a "Mage", Hedge Wizard, Witch, or less studious Wizard.
Each Vancian Magic System specifically notes if it is compatible with Spellcraft.
Learning New Spells
An essential concept to all Vancian Magic Systems is the idea of learning Spells to a Known Spell List. Each Vancian Magic System will describe what processes are involved for a practitioner of that System to do so.
Creating New Spells
Vancian Magic Systems tend to be open and extendible. Each Vancian Magic System will describe what processes are involved for a practitioner to create new Spells.
Creating New Magic Items
Vancian Magic Systems tend to be open and extendible. In most Vancian Magic Systems practitioners are able to create new Magic Items. Each Vancian Magic System will describe what processes are involved for a practitioner to do this.
Vancian Magic Systems
This site defines three separate Vancian Casting Models with distinct mechanics for handling the Spells per Day concept, with three full Magic Systems, one per Casting Model to demonstrate it's use, and five variant Magic Systems that can be spliced onto any of the three mechanical models; this effectively allows as many as 16 subtly different Magic Systems if every combination is explored.
CASTING MODELS
Prepared Casting Gestalt Casting Spontaneous Casting
MAGIC SYSTEMS
Wizardry Arcanis Magnicus Sorcery
VARIANTS
Elementalism Dominine Stregari
Sortilege Animine