I wanted to summarize my thoughts on how magic is handled in Dungeons & Dragons and see if there are other people who feel the same. Although the rules for D&D have changed from Original to 5th Edtion the general approach to magic has stayed the same. There is one, uniform system for handling magic. There is one spell list (that grows as supplements are released) that all characters take their spells from. Spells work one way and the only variance seen is some spells get more dice if they are cast at a higher level. Spells are treated like simple machines that do the same thing the same way. Detecting another person’s spells or trying to undo them is handled by specific spells. Based on the rules I’ve read and what I’ve seen it appears that wizard duels are nothing more than casting spells at each other, one after another, until one wizard can’t cast any more.
The various editions of the game hint vaguely about magic coming from different sources. Divine spells, arcane spells, druid spells, warlocks have spells given to them by patrons, etc. However, in practice it’s all the same. Magic is magic is magic. The only bright spot I saw was the psionics system that was easily re-skinned as a second type of magic. D&D fans’ almost universal hatred of psionics has lead to their exclusion from 5th Edition so that bright spot was rubbed out.
3rd Edition introduced the Sorceror class. This spellcaster is supposed to be different from wizards. They use magic intuitively instead of studying it. The learn less spells but can be more proficient and flexible with them. Even though the concept is great the execution has been terrible. 5th Edition introduces metamagic which is nice but too simple. The supplements aren’t even supporting it.
An enterprising dungeon master can set up some house rules to try and differentiate between divine magic and arcane. I don’t have a natural grasp of D&D’s complicated rules so I would only have confidence to make house rules for B/X (Basic/Expert). The best efforts that I’ve actually seen are dungeon masters giving minor bonuses and drawbacks based on an individual spellcaster’s style. Like a fire mage getting minuses on a snowy day and bonuses on a hot summer day.
I will mention the benefits and drawbacks of D&D’s traditional approach to magic and then discuss the sort of things I’d like to see.
The Good
D&D’s uniform magic system is beginner-friendly. People new to the game have less to learn and will soon understand the “fire & forget” nature of spells.
The system is easier for a dungeon master who has to handle a group of characters with different classes and abilities while also handling NPCs and monsters. I think this is the real reason the magic system has remained the same over the decades.
The Bad
Once new players learn the rules and how to use their spells the more creative ones can get bored. If they want to immerse themselves in the fantasy world they will soon discover there’s almost nothing behind their magic. Only rudimentary mentions of where magic comes from, no explanation for why everyone’s magic (even extra planar beings) work it the same way, basically nothing on cooperative magic or counter magic.
Two spellcasters who learn fireball will cast it the same way with the same effect. Blandness is unavoidable.
What I’d like to see is something more like what we get with games like Ars Magica and Mage: The Ascension. The freeform magic systems in those games let you create spells that are unique to your character or your character’s school of magic. When a spell is cast is can vary in duration, intensity, effect, etc. Counter magic and anti magic can be handled in nuanced and interesting ways.
The biggest benefit is the idea that magic isn’t just a tool you use but a supernatural world the wizard becomes a part of. Instead of using magic you’re in magic. Magical side effects become part of the spellcaster’s life. Magical events nearby become things the wizard can’t ignore. The different approaches to magic grow into different factions that help or oppose each other. Magical creatures and spirits seek out the spellcaster whether they like it or not. Magic is a rich, interesting aspect of the fantasy world rather than a technology that is turned off and put away.
Adding this kind of depth to magic would add complexity to the rules of D&D but I think the payoff would be worthwhile. What are your thoughts? Have you seen this sort of thing done well in D&D?
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