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** 3rd edition introduce sorcerers, a separate class from wizards, who don't have to prepare spells, [[CompetitiveBalance but can only know a very limited number of them]].

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** 3rd edition introduce sorcerers, a separate class from wizards, who don't have to prepare spells, [[CompetitiveBalance but can only know a very limited number of them]]. They can't cast those spells at will either, since just as prepared casters, they have a number of "spell slots" for each level.

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* In the ''Literature/{{Discworld}}'', wizards are sometimes shown using this form of magic, and the series takes the third rule to an extreme -- for the first two books, Rincewind has one of the eight spells of the Octavo in his head, and it's so powerful that other spells just don't fit (or are too scared to stay). Although once it's ejected, it turns out he ''still'' can't learn any useful magic.

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* In the ''Literature/{{Discworld}}'', wizards are sometimes shown using this form of magic, and the series takes the third rule to an extreme -- for the first two books, Rincewind has one of the eight spells of the Octavo in his head, and it's so powerful that other spells just don't fit (or are too scared to stay). Although once it's ejected, it turns out he ''still'' can't learn any useful magic.magic; he was an IneptMage even before the incident with the Octavo, which he wasn't supposed to be looking at in the first place but opened to win a bet, and the spell apparently jumped in of its own volition and took the instructions on the pages of the grimoire with it. This is not typical behaviour for Discworld spells, but whether that's down to EarlyInstallmentWeirdness or the Octavo spells being several orders of magnitude older and more powerful than any other magic on the Disc (and widely believed to have been used to ''create'' it in the first place) isn't clear.
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* In ''TabletopGame/MutantsAndMasterminds'', the Gadget Guides sourcebook adds some guidelines on an advantage which allows for RitualMagic spells to be readied in advance.
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* Joel Rosenberg's ''Literature/GuardiansOfTheFlame'': All wizards and clerics in Rosenberg's world work by this rule, needing to either memorize spells or pray for them each day. This causes huge problems when the party's most experienced wizard [[spoiler:accidentally destroys his spellbooks]] while the party's sole cleric [[spoiler:is unable to regain her spells through prayer because she no longer believes in a benevolent deity]]. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point. After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler:(the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' with no references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].

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* Joel Rosenberg's Creator/JoelRosenberg's ''Literature/GuardiansOfTheFlame'': All wizards and clerics in Rosenberg's world work by this rule, needing to either memorize spells or pray for them each day. This causes huge problems when the party's most experienced wizard [[spoiler:accidentally destroys his spellbooks]] while the party's sole cleric [[spoiler:is unable to regain her spells through prayer because she no longer believes in a benevolent deity]]. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point. After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler:(the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' with no references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].

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* Fleonell in ''Manga/TheDarkQueenAndIStrikeBack'' can only use her Arcana three times a day.



* Joel Rosenberg's ''Literature/GuardiansOfTheFlame'': All wizards and clerics in Rosenberg's world work by this rule, needing to either memorize spells or pray for them each day. This causes huge problems when the party's most experienced wizard [[spoiler: accidentally destroys his spellbooks]] while the party's sole cleric [[spoiler: is unable to regain her spells through prayer because she no longer believes in a benevolent deity]]. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point. After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler: (the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' with no references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].

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* Joel Rosenberg's ''Literature/GuardiansOfTheFlame'': All wizards and clerics in Rosenberg's world work by this rule, needing to either memorize spells or pray for them each day. This causes huge problems when the party's most experienced wizard [[spoiler: accidentally [[spoiler:accidentally destroys his spellbooks]] while the party's sole cleric [[spoiler: is [[spoiler:is unable to regain her spells through prayer because she no longer believes in a benevolent deity]]. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point. After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler: (the [[spoiler:(the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' with no references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].



* In the web novel ''Literature/{{Anachronauts}}'' most wizards ''do not'' use magic this way, but the protagonist, Emily, has a "memory issue" which forces her to cast spells from page, i.e. manually copy them on pieces of paper that burn after use. [[spoiler: This turns out to be BlessedWithSuck, because spells burn anything they're written on, ''brains'' included, which is why other human mages end up showcasing that WithGreatPowerComesGreatInsanity.]] Later on, all mages are given this spell-memorizing restriction.

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* In the web novel ''Literature/{{Anachronauts}}'' most wizards ''do not'' use magic this way, but the protagonist, Emily, has a "memory issue" which forces her to cast spells from page, i.e. manually copy them on pieces of paper that burn after use. [[spoiler: This [[spoiler:This turns out to be BlessedWithSuck, because spells burn anything they're written on, ''brains'' included, which is why other human mages end up showcasing that WithGreatPowerComesGreatInsanity.]] Later on, all mages are given this spell-memorizing restriction.



* Early Franchise/FinalFantasy games, being heavily inspired by D&D, utilize this to a degree. There are 8 levels of spells, with three slots per level. Classes that are more magically inclined can use the higher level spells, and more importantly get more charges per level. Later releases would replace the charges with MP, which simplifies the system while removing the resource management required.
* ''VideoGame/FinalFantasyVIII'' works like this. Each character has a Magic stock which can contain up to 32 distinct spells with a maximum 100 uses each. But instead of resting, characters gain spell charges by Drawing them from opponents and certain objects, or by using various abilities to extract them from items or upgrade other spells. By contrast, sorceresses can apparently use magic at-will, although [[spoiler:the character who becomes a sorceress]] only does so as a LimitBreak (presumably to avoid being a GameBreaker).

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* Early Franchise/FinalFantasy ''Franchise/FinalFantasy'' games, being heavily inspired by D&D, utilize this to a degree. There are 8 levels of spells, with three slots per level. Classes that are more magically inclined can use the higher level spells, and more importantly get more charges per level. Later releases would replace the charges with MP, which simplifies the system while removing the resource management required.
* ''VideoGame/FinalFantasyVIII'' works like this. Each character has a Magic stock which can contain up to 32 distinct spells with a maximum 100 uses each. But instead of resting, characters gain spell charges by Drawing them from opponents and certain objects, or by using various abilities to extract them from items or upgrade other spells. By contrast, sorceresses can apparently use magic at-will, although [[spoiler:the character who becomes a sorceress]] only does so as a LimitBreak (presumably to avoid being a GameBreaker).
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** ''VideoGame/FinalFantasyVIII'' works like this. Each character has a Magic stock which can contain up to 32 distinct spells with a maximum 100 uses each. But instead of resting, characters gain spell charges by Drawing them from opponents and certain objects, or by using various abilities to extract them from items or upgrade other spells. By contrast, sorceresses can apparently use magic at-will, although [[spoiler:the character who becomes a sorceress]] only does so as a LimitBreak (presumably to avoid being a GameBreaker).



* Elona follows this to the letter, and piles on a ManaMeter, [[MagicMisfire spell failure rates]], and [[AdamSmithHatesYourGuts extortionate prices]] for [[ResourcesManagementGameplay spellstock-restoring books]] to boot, seeing them as the only way to prevent [[LinearWarriorsQuadraticWizards Linear Warriors, Quadratic Wizards]]. While it doesn't quite manage to [[Webcomic/TheOrderOfTheStick deliberately force some kind of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot]], it does wedge magic users into a very comfortable spot high up in DifficultButAwesome territory.

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* Elona ''VideoGame/{{Elona}}'' follows this to the letter, and piles on a ManaMeter, [[MagicMisfire spell failure rates]], and [[AdamSmithHatesYourGuts extortionate prices]] for [[ResourcesManagementGameplay spellstock-restoring books]] to boot, seeing them as the only way to prevent [[LinearWarriorsQuadraticWizards Linear Warriors, Quadratic Wizards]]. While it doesn't quite manage to [[Webcomic/TheOrderOfTheStick deliberately force some kind of arbitrary equality between those of us who can reshape matter with our thoughts and those who cannot]], it does wedge magic users into a very comfortable spot high up in DifficultButAwesome territory.
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** And, well, Creator/GaryGygax [[http://www.google.com/search?q=%2B%22Gary+Gygax%22+%2B%22jack+vance+%26+the+d%26d+game%22 was a big fan of Vance]], so not only ''D&D'' obviously was influenced, but its lore contains {{shout out}}s to Vance: the evil necromancer turned [[AGodAmI God]] named [[SignificantAnagram Vecna]], said to have been the most powerful mortal wizard ever; also, Robe of Eyes from ''The Dying Earth''.

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** And, well, Creator/GaryGygax [[http://www.google.com/search?q=%2B%22Gary+Gygax%22+%2B%22jack+vance+%26+the+d%26d+game%22 was a big fan of Vance]], so not only ''D&D'' obviously was influenced, but its lore contains {{shout out}}s to Vance: the evil necromancer turned [[AGodAmI [[PhysicalGod God]] named [[SignificantAnagram Vecna]], said to have been the most powerful mortal wizard ever; also, Robe of Eyes from ''The Dying Earth''.
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while arguably vaguely interesting; it's only tangentially connected to the trope, if anything exploiting game mechanics to run contrary to the actual spirit of vancian magic


[[folder:WebOriginal]]
* In [[http://yourplayersaidwhat.tumblr.com/post/133930221462 one story]] featured in the Website/{{Tumblr}} blog "Shit Your Players Say", a spellsword constantly wrote in a book for years during a ''TabletopGame/DungeonsAndDragons'' game and warned her allies to never open it. It turns out that she was writing explosive runes each of which doing [=5d6=] of force damage (6-30 points) in every available spell slot in there (1200 slots per page [there being 100 pages in the book] totalling to an average of ''600,000d6 of force damage'') and used it to wipe out a third of the {{BigBad}}'s forces, punch a gateway into another plane of existence pulling in every psionic that uses that plane, creating living explosive spells that destroy everything in their way, and sent the surrounding area into ruin.
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Discworld witches with a Vancian streak

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* In the Literature/{{Discworld}} of Creator/AAPessimal, the canonical principle that Wizards use intellect while Witches use emotion and feeling in their magic is pretty strictly followed. However, the oldest daughter of Professor Ponder Stibbons, born with magic, becomes a Witch who got a significant part of her training in magic from her father and other wizards. As a Witch, she can throw a very mean and impressive fireball. If she's angry, they get bigger, like pocket supernovas. But she also learnt a rafter of handy Wizard spells from her father, the sort that require preparation, intellect, and a particular form of words. Another witch, who through force of circumstances learnt more from a wizard than from her nominal tutor Witch [[note]]Gertrude Schilling was apprenticed to mrs Lettice Earwig, who decided she did not fit the part of a pretty, glamorous, stylish, pupil and relegated her to backhouse work; Doctor Earwig, the long-suffering wizard husband, took her in, and taught her Wizard skills[[/note]] now works as a Technical Officer for the Air Watch, applying her wizard-learnt talents to flight and aviation technomancy.
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Discworld Witches, on the other hand...

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** Discworld Witches, on the other hand, don't bother with the rules or with anything so wordy or as tedious as preparation time learning spells. All that is disdained as "words" and "jommetry". Witches can do powerful or destructive spells almost intuitively, without any intellectualising: as Granny Weatherwax demonstrated in ''Literature/WyrdSisters'', a Witch merely needs to be ''angry'' before she throws a spell which in that case is powerful enough to cause a cart's wheels to disintegrate and fall off their axles - from two hundred yards away. Here, emotion is key. The stronger the emotion, the more powerful the magic. Elsewhere, complex Witch spells with multiple effects need more thinking about: but in Magrat's case this involves visualisation, of a centuries-old oak door springing into active tree life again and putting out roots and branches.
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* The ''Ordinator'' mod for ''VideoGame/TheElderScrollsVSkyrim'' adds an optional Vancian Magic perk tree under Alteration that replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges, and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.

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* The ''Ordinator'' ''VideoGame/OrdinatorPerksOfSkyrim'' mod for ''VideoGame/TheElderScrollsVSkyrim'' adds an optional Vancian Magic perk tree under Alteration that replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges, and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.
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* This is essentially how demon magic works in The Hollows. That being said, there’s no upper limit to how many spells can be stored through ritual or potion, and many of these spells reset the biological clock, so demons tend to have thousands and thousands of spells on standby.

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** 5th Edition moved away from static spell slots. In 5th Edition, spell-casing classes can "prepare" (i.e. memorize) a certain number of spells. They then get spell slots each level (for example, a 5th level Wizard has four 1st level slots, three 2nd level slots, and two 3rd level slots). They can use those slots to cast any of their prepared spells which "uses up" that slot for the day. They can cast their prepared spells in any combination they wish as long as they have a slot equal to or higher than the spell's level, and many spells are more powerful if cast with a higher level slot -- e.g., Cure Wounds is a Level 1 spell that restores [=1d8=]+Bonus HP. Cast with a second level slot, it restores [=2D8=]+Bonus, and so on. In addition, some spell-casting classes have "level 0 cantrips" that they can cast at will once they learn them without using spell slots at all. The cantrips include minor effects (creating a light, minor telekinesis, simple illusions, etc.) as well as direct damage spells.

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** 5th Edition moved away from static spell slots. In 5th Edition, spell-casing spell-casting classes can "prepare" (i.e. memorize) a certain number of spells.spells, changing the spell list during a downtime. They then get spell slots each level (for example, a 5th level Wizard has four 1st level slots, three 2nd level slots, and two 3rd level slots). They can use those slots to cast any of their prepared spells which "uses up" that slot for the day. They can cast their prepared spells in any combination they wish as long as they have a slot equal to or higher than the spell's level, and many spells are more powerful if cast with a higher level slot -- e.g., Cure Wounds is a Level 1 spell that restores [=1d8=]+Bonus HP. Cast with a second level slot, it restores [=2D8=]+Bonus, and so on. on.
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In addition, some spell-casting classes have "level 0 cantrips" that they can cast at will once they learn them without using spell slots at all. The cantrips include minor effects (creating a light, minor telekinesis, simple illusions, etc.) as well as direct damage spells.spells which increase with the character's level rather than slot.
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** This is demonstrated with the various transportation spells used in the series: In one book, a character who wants to ascend to the top of the tower first has to use magic to knock loose a stone from the top, and use its energy and momentum as a lever in the spell. In ''Discworld/InterestingTimes'', they teleport Rincewind to the Aurient, but have to exchange him with something from his landing spot and of approximately the same weight. At the same time, in ''Discworld/EqualRites'', levitating a staff a handful of feet is extremely physically taxing because there isn't anything nearby to use as a counterweight, so the wizard in question has to do ''all'' the heavy lifting with his mind.
** This is subverted in a fashion in ''Discworld/{{Sourcery}}'', when a character who is a literal conduit of magical energy is present, wizards are capable of overriding the usual restrictions of conservation of their own bodies by using the excess energy floating around. This also allows them to perform highly tricky transmogrification of turning people into newts without the usual floating bag of flesh containing all the parts that are too big to fit.

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** This is demonstrated with the various transportation spells used in the series: In one book, a character who wants to ascend to the top of the tower first has to use magic to knock loose a stone from the top, and use its energy and momentum as a lever in the spell. In ''Discworld/InterestingTimes'', ''Literature/InterestingTimes'', they teleport Rincewind to the Aurient, but have to exchange him with something from his landing spot and of approximately the same weight. At the same time, in ''Discworld/EqualRites'', ''Literature/EqualRites'', levitating a staff a handful of feet is extremely physically taxing because there isn't anything nearby to use as a counterweight, so the wizard in question has to do ''all'' the heavy lifting with his mind.
** This is subverted in a fashion in ''Discworld/{{Sourcery}}'', ''Literature/{{Sourcery}}'', when a character who is a literal conduit of magical energy is present, wizards are capable of overriding the usual restrictions of conservation of their own bodies by using the excess energy floating around. This also allows them to perform highly tricky transmogrification of turning people into newts without the usual floating bag of flesh containing all the parts that are too big to fit.

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* Some magic in ''Literature/TheMagicians'', mainly combat magic. If you want to turn your army's giants invisible and turn yourself into a martial arts expert with forcefield armour for a few minutes, you have to put in hours of spell work the night before so you can quickly cast the spells when you need them.

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* Some magic in ''Literature/TheMagicians'', mainly combat magic. If you want to turn your army's giants invisible and turn yourself into a martial arts expert with forcefield armour force field armor for a few minutes, you have to put in hours of spell work the night before so you can quickly cast the spells when you need them.


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* ''Literature/TheReluctantKing'': Spells require preparation beforehand usually, along with specific components to work. Without them, a magic user is powerless.
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[[folder:Fan Works]]
* Hikigaya Hachiman of ''Fanfic/MyHeroSchoolAdventureIsAllWrongAsExpected'' can [[PowerCopy copy]] up to 108 other Quirks at the cost of each Quirk having 1/108 as much power as the original. This was originally viewed as a largely useless Quirk by both himself and his classmates until he copied One for All. Hikigaya can transfer energy from his own version of One for All, Stockpile, into his other Quirks to give them a one time only increase in potency. The drawback is that it takes an hour to charge a single Quirk to 10% power and an additional two hours to charge that same Quirk up to 20% with the time each additional increment takes being based on the Fibonacci Sequence (three hours for 30%, five for 50%, and so on).
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[[folder:Anime and Manga]]
* Being nearly an RPGMechanicsVerse, mages in ''LightNovel/GoblinSlayer'' can only cast so many spells in a day. Same goes for ReligionIsMagic users and their miracles.
** A spell can be recorded on a scroll which can be cast once by anybody capable of reading it, after which the scroll will burn up. This is a LostTechnology making these scrolls extremely rare and valuable.
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Could be more than once


# Spells represent a kind of magic bomb which must be prepared in advance of actual use, and each prepared spell can be used only once before needing to be prepared again. That's why it is also known as "Fire & Forget magic."

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# Spells represent a kind of magic bomb which must be prepared in advance of actual use, and each prepared spell can be used only once a limited number of times before needing to be prepared again. That's why it is also known as "Fire & Forget magic."
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* The ''Ordinator'' mod for ''VideoGame/TheElderScrollsVSkyrim'' adds an optional Vancian Magic perk tree under Alteration that replaces your ManaMeter with a set number of spell charges that can be casted at no cost. Said charges must be replenished by sleeping, higher [[{{Mana}} Magicka]] grants more charges, and you may trade charges for stronger spells. Since all spells consume a single charge no matter their level, things can get pretty ridiculous when you cast Master-level spells back-to-back when normally one would empty your bar.
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Incorrect Citation to Comics Scene#9; actually #7


* In ''Comics Scene'' #9, Chuck Dixon noted that he wrote magic users in his ComicBook/ConanTheBarbarian stories as having similarly restricted by stringent parameters for magic, with users required to make at times painful sacrifices and efforts.

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* In ''Comics Scene'' #9, #7, Chuck Dixon noted that he wrote magic users in his ComicBook/ConanTheBarbarian stories as having similarly restricted by stringent parameters for magic, with users required to make at times painful sacrifices and efforts.
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* How SummonMagic works in ''Literature/TheBartimaeusTrilogy''. The first time you summon a demon, it's HermeticMagic with a lot of chanting and pentagrams drawn on the floor. The demon can essentially be put on standby and quickly summoned again with a few words.
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* Some magic in ''Literature/TheMagicians'', mainly combat magic. If you want to turn your army's giants invisible and turn yourself into a martial arts expert with forcefield armour for a few minutes, you have to put in hours of spell work the night before so you can quickly cast the spells when you need them.
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* Played straight in the backstory of ''ComicBook/{{Die}}'' with wizards forgetting spells as they cast them. The new Grandmaster added a rule that they had to lose another memory as well. A wizard trying to rescue his children who had been turned into a hydra, cast a spell to unlock their cage, forgot the hydra was his kids and then killed it.

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* Joel Rosenberg's ''Literature/GuardiansOfTheFlame'' series, which features a set of ''D&D''-playing college students who are transported into the actual D&D world, uses the same trope, though note that ''D&D'' is not mentioned by name due to trademark concerns. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point.
** After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler: (the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' and I don't recall any references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].
* Used partially, with well-defined parameters, in Lawrence Watt-Evans' ''Literature/TheLegendsOfEthshar'' series. There are many different forms of magic, the Vancian one being Wizardry. This is heavily dependent on ritual and materials or foci, uses the naming convention almost universally, and most significantly, structured into levels: spell "orders", a second-order spell being eight to ten times as hard as as a first order spell, and so on. There are at least twelve orders referenced, so small wonder that major wizards use an eternal youth spell so they have studying time. Unlike traditional Vancian magic, the spells are cast as soon as the ritual is completed and the number of times a spell can be cast is limited only by material components consumed and casting time.
** Also subverted in ''Taking Flight''. There two fire-and-forget wizardry systems are introduced, both with severe drawbacks. The first one lets wizard prepare any one (but only one) spell in advance, to be used once at his convenience, with practically zero casting time. Can be useful, as some spells need days to cast. The drawback is, until the spell is used, the wizard cannot do any other wizardry. The second system is a plot point: [[spoiler:wizard prepares about a dozen of spells, to instantly cast later as many times as he likes. The drawback? No other wizardry ever for that wizard, except for these spells.]]

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* Joel Rosenberg's ''Literature/GuardiansOfTheFlame'' series, which features a set of ''D&D''-playing college students who are transported into ''Literature/GuardiansOfTheFlame'': All wizards and clerics in Rosenberg's world work by this rule, needing to either memorize spells or pray for them each day. This causes huge problems when the actual D&D world, uses party's most experienced wizard [[spoiler: accidentally destroys his spellbooks]] while the same trope, though note that ''D&D'' party's sole cleric [[spoiler: is not mentioned by name due unable to trademark concerns.regain her spells through prayer because she no longer believes in a benevolent deity]]. It's definitely supposed to play like ''D&D'', but he even mushed up some of the mechanics (attributes are rolled with 5d4 (reading 0-3) and class levels are on an alphabetical scale (A to whatever) for example. Importantly, it has rules for going berserk (which ''D&D'' of its era never did), which is a plot point.
**
point. After the first book, Rosenberg sort of moved away from Vancian spellcasting -- the next one that features really extensive use of magic by a viewpoint character [[spoiler: (the wizard in the first book having given up wizardry to pursue the far mightier power of engineering, which has begun to radically change the nature of the fantasy world in which the heroes are stuck)]] is the sixth, ''The Road to Ehvenor,'' and I don't recall any with no references to Andy-Andy having to prepare spells, or forgetting them after she casts them. You get the impression Rosenberg didn't much like Vancian magic, or writing in detail about magic in general, given the focus of the books on the warrior and thief-types, and the fact that [[spoiler:Andy-Andy also loses her magic at the end of Book Six.]] In the later books it becomes very clear that magic has a strong tendency to [[WithGreatPowerComesGreatInsanity consume the sanity of those who use it -- the more powerful wizards are, the crazier they get]]. And it's also [[FantasticDrug addictive]].
* Used partially, with well-defined parameters, in Lawrence Watt-Evans' ''Literature/TheLegendsOfEthshar'' series. There are many different forms of magic, the Vancian one being Wizardry. This is heavily dependent on ritual and materials or foci, uses the naming convention almost universally, and most significantly, structured into levels: spell "orders", a second-order spell being eight to ten times as hard as as a first order spell, and so on. There are at least twelve orders referenced, so small wonder that major wizards use an eternal youth spell so they have studying time. Unlike traditional Vancian magic, the spells are cast as soon as the ritual is completed and the number of times a spell can be cast is limited only by material components consumed and casting time.
** Also
time. It's also subverted in ''Taking Flight''. There two fire-and-forget wizardry systems are introduced, both with severe drawbacks. The first one lets wizard prepare any one (but only one) spell in advance, to be used once at his convenience, with practically zero casting time. Can be useful, as some spells need days to cast. The drawback is, until the spell is used, the wizard cannot do any other wizardry. The second system is a plot point: [[spoiler:wizard prepares about a dozen of spells, to instantly cast later as many times as he likes. The drawback? No other wizardry ever for that wizard, except for these spells.]]
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* Aside from [[VideoGame/FireEmblemGaiden Gaiden]] and its remake, Franchise/FireEmblem uses this system, where magic is stored within various items (mainly tomes for offensive use and staffs for utility/healing) to be used, and like the weapons, [[BreakableWeapons have a set number of uses]]. The system ''VideoGame/FireEmblemThreeHouses'' uses is more traditional in that an item is not required. Magic users instead have a number of uses each battle for each spell, with foci empowering the spell rather than serving as a source.

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* Aside from [[VideoGame/FireEmblemGaiden Gaiden]] and its remake, Franchise/FireEmblem ''Franchise/FireEmblem'' uses this system, where magic is stored within various items (mainly tomes for offensive use and staffs for utility/healing) to be used, and like the weapons, [[BreakableWeapons have a set number of uses]]. The system ''VideoGame/FireEmblemThreeHouses'' uses is more traditional in that an item is not required. Magic users instead have a number of uses each battle for each spell, with foci empowering the spell rather than serving as a source.
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* Aside from [[VideoGame/FireEmblemGaiden Gaiden]] and its remake, Franchise/FireEmblem uses this system, where magic is stored within various items (mainly tomes for offensive use and staffs for utility/healing) to be used, and like the weapons, [[BreakableWeapons have a set number of uses]].

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* Aside from [[VideoGame/FireEmblemGaiden Gaiden]] and its remake, Franchise/FireEmblem uses this system, where magic is stored within various items (mainly tomes for offensive use and staffs for utility/healing) to be used, and like the weapons, [[BreakableWeapons have a set number of uses]]. The system ''VideoGame/FireEmblemThreeHouses'' uses is more traditional in that an item is not required. Magic users instead have a number of uses each battle for each spell, with foci empowering the spell rather than serving as a source.
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* ''VideoGame/DarkSoulsI'' and ''VideoGame/DarkSoulsII'' follow this model. Each spell has a given number of uses, which replenishes when resting at a bonfire. Spells must be equipped at a bonfire before they can be cast, and take up one or more Attunement slots. The number of slots can be increased by leveling the Attunement stat, or by wearing certain rings. Multiple copies of the same spell can be equipped at once in order to increase the number of uses before having to rest. ''VideoGame/DarkSoulsIII'' and ''VideoGame/DemonsSouls'' have a ManaMeter instead, but spells still need to be equipped and take up a certain number of slots. ''Demon's Souls'' even has two separate kinds of slots for sorcery and miracles.

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* ''VideoGame/DarkSoulsI'' and ''VideoGame/DarkSoulsII'' follow this model. Each spell has a given number of uses, which replenishes when resting at a bonfire. Spells must be equipped at a bonfire before they can be cast, and take up one or more Attunement slots. The number of slots can be increased by leveling the Attunement stat, or by wearing certain rings. More powerful spells are limited by a small amount of casts per slot (the sorcerer's starting spell [[MagicMissile Soul Arrow]] can be cast 30 times, while [[OurGhostsAreDifferent Pur]][[ActionBomb suers]] is limited to only 3 and takes up two slots.) Multiple copies of the same spell can be equipped at once in order to increase the number of uses before having to rest. ''VideoGame/DarkSoulsIII'' and ''VideoGame/DemonsSouls'' have a ManaMeter instead, but spells still need to be equipped and take up a certain number of slots. ''Demon's Souls'' even has two separate kinds of slots for sorcery and miracles.
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Simply equipping a spell in a video game isn't really the kind of involved spell preparation that this trope is about.


Naturally, this approach to magic is a lot more common in non-interactive media (where it's of course easy for the creators to match the character's spell selection -- when it's even explicitly shown -- to the later needs of the plot) than it is in video games, which, while often inspired by Vancian Magic, stretch its rules quite a bit since demanding a lot of magic preparation in a game could easily become annoying and/or create pacing issues. As such, most games that involve magic base its rules around the much simpler ManaMeter. Or sometimes a mix, you may only be able to "equip" a certain number of spells for any given level, but use them as often as you can afford the cost.

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Naturally, this approach to magic is a lot more common in non-interactive media (where it's of course easy for the creators to match the character's spell selection -- when it's even explicitly shown -- to the later needs of the plot) than it is in video games, which, while often inspired by Vancian Magic, stretch its rules quite a bit since demanding a lot of magic preparation in a game could easily become annoying and/or create pacing issues. As such, most games that involve magic base its rules around the much simpler ManaMeter. Or sometimes a mix, you may only be able to "equip" a certain number ManaMeter, or some mix of spells for any given level, but use them as often as you can afford the cost.
two tropes.
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* ''VideoGame/{{Minecraft}}'' uses a system similar to Vancian with it's [[AlchemyIsMagic potions]]. All potions must be meticulously crafted to achieve [[StatusEffect very specific effects]], and there is a limit to how many can be carried at once.

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* ''VideoGame/{{Minecraft}}'' uses a system similar to Vancian with it's its [[AlchemyIsMagic potions]]. All potions must be meticulously crafted to achieve [[StatusEffect very specific effects]], and there is a limit to how many can be carried at once.
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* In ''TabletopGame/InvisibleSun'', the Order of the Vance embodies the concept. A Vancian spell must be prepared and stored in the Vance's mind before being cast, and when it is, it is gone until it is prepared and stored once again, unless the Vance chooses to spend Sorcery points to keep it in their head. The preparation and study process takes a Vance about an hour.

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