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** In 3rd Edition, a spell's effects can be fine-tuned with "metamagic feats", and sorcerers, a separate class from wizards, don't have to prepare spells ([[CompetitiveBalance but can only know a very limited number of them]]).
*** 3rd Edition also changed the default in-story explanation from "forget the spell when cast"(as mentioned with Dragonlance Chronicles, also used by Vance himself and mocked by Pratchett) to "finish a nearly completed ritual", more akin to the Amber example.
** The Warlock class, as it appeared in 3.5e's ''CompleteArcane,'' was completely non-vancian. Warlocks can cast Invocations ''at will'', an unlimited number of times per day, without penalty. However, unless you go epic or invest in feats, [[CompetitiveBalance you can only learn 12]]. In addition, the list of invocations is far smaller than the list of available spells. Oh, and something spooky owns your soul.

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** In 3rd Edition, a spell's effects can be fine-tuned with "metamagic feats", and feats"
** 3rd edition introduce
sorcerers, a separate class from wizards, who don't have to prepare spells ([[CompetitiveBalance spells, [[CompetitiveBalance but can only know a very limited number of them]]).
*** 3rd Edition also changed the default in-story explanation from "forget the spell when cast"(as mentioned with Dragonlance Chronicles, also used by Vance himself and mocked by Pratchett) to "finish a nearly completed ritual", more akin to the Amber example.
them]].
** The Warlock class, as it appeared in 3.5e's ''CompleteArcane,'' was completely non-vancian. Warlocks can cast Invocations ''at will'', an unlimited number of times per day, without penalty. However, unless you go epic or invest in feats, [[CompetitiveBalance you can only learn 12]]. In addition, the list of invocations is far smaller than the list of available spells. Oh, and something spooky owns your soul.



** Many of the late 3.5e variant mechanics, from the Warlock on, were playtests for a new system to appear in 4e. The 3.5e ''Book of Nine Swords'' moved Vancian encounter powers onto non-magical characters, and at least 4E arrived which ironically both weakened and strengthened Vancian rules.
** 4th Edition gave characters of every class, magic or not, "at-will powers," similar to the 3.5e Warlock's invocations, that can be used as much as a character wants with no penalty. At the same time, the new edition gave ''every character class'' Vancian abilities, from Cleric prayers to Fighter exploits. The encounter power mechanic sort of splits the difference between Vancian powers and at-will one by having the encounter powers only refresh after a brief rest. The game still uses the Daily Power mechanic though; like the other two mechanics, it is used with every class (a point of contention amongst some fans – Fighters and Rangers who forget their best exploits after using them – but one that has been elaborated on and explained as the edition has advanced with new books such as ''Martial Power 2'').

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** Many of the late 3.5e variant mechanics, from the Warlock on, were playtests for a new system to appear in 4e. The 3.5e ''Book of Nine Swords'' moved Vancian encounter powers onto non-magical characters, and at least 4E arrived which ironically both weakened and strengthened Vancian rules.
** 4th Edition gave characters of every class, magic or not, "at-will powers," similar to the 3.5e Warlock's invocations, that can be used as much often as a character wants with no penalty.player likes. At the same time, the new edition gave ''every character class'' Vancian abilities, from Cleric prayers to Fighter exploits. The encounter power "encounter power" mechanic sort of splits the difference between Vancian powers and at-will one by having the encounter powers only refresh after a brief rest. The game still uses the Daily Power mechanic though; like the other two mechanics, it is "daily power" can only be used with every class (a point of contention amongst some fans – Fighters and Rangers who forget their best exploits after using them – but one that has been elaborated on and explained as the edition has advanced with new books such as ''Martial Power 2'').once per day.



** However, retained for ''TabletopGame/{{Pathfinder}}'', save for bards and sorcerers of course.

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** However, retained Retained for ''TabletopGame/{{Pathfinder}}'', save for bards and sorcerers of course.
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Also, the whole idea of spells taking so much energy to prepare is now sometimes being passed with "well, it was the least competent wizard in the world claiming that". (This was in ''{{GURPS}} Discworld'', probably.)

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Also, the whole idea of spells taking so much energy to prepare is now sometimes being passed with "well, it was the least competent wizard in the world claiming that". (This was in ''{{GURPS}} Discworld'', ''[[TabletopGame/DiscworldRolePlayingGame GURPS Discworld]]'', probably.)
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** ''VideoGame/FinalFantasy'' used a fairly DnD-inspired system, if limited by the technology of the time. Every magic user had a number of spell charges for each level of magic, with the preparation aspect coming from the fact that they could only learn 3 spells out of the four for each level (Red Mages had both schools available). Unlike the Elixirs and Ethers in later games, spell charges could only be recovered by resting. Some of the remakes use the ManaMeter instead but the learning restrictions still apply.
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Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, 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.

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Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, 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.
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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Not examples. Negima delayed spells are still too flexible, Naruto its just magic items, Bleach is just completely wrong.


[[folder:Anime & Manga]]
* In ''Manga/MahouSenseiNegima'', WeaselMascot chamo often shows up to bring up concepts such as magical limits and exertion, [[HeroicResolve which Negi tends to push]]. Also, some wizards in the series like to subvert the "Magic-bomb" variety of spells by ''overpreparing them'': wizards who chant a spell -- depending on its power and complexity -- are said to be able to hold said spell for at least 20 seconds, effectively eliminating the weakness of enemies knowing what they're about to be attacked with (RPG-style interruption becomes a full-on plot-point when fighting speedy warriors because of this). For a good example of this in action, see the fights with Takamichi and Rakan, but mainly the former.
* Certain scroll techniques seem to be used this way in ''Anime/{{Naruto}}'', most frequently paper-bombs.
* In ''Manga/{{Bleach}}'', this is exactly how shinigami magic works. Doubles with CallingYourAttacks.
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A frequently used fourth rule is a [[NamingConventions naming convention]]: Possessives and variations thereof -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[TabletopGame/{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).

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A frequently used fourth rule is a [[NamingConventions naming convention]]: [[InCaseYouForgotWhoWroteIt Possessives and variations thereof thereof]] -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[TabletopGame/{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).
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* ''TouhouProject'' implements [[ShootEmUp shoot-em-up]] [[SmartBomb bombs]] this way: your protagonist has a limited number of "spellcards", which are hugely powerful magic attacks that clear everything in the screen and cause damage to the current boss. These spellcards are usually recharged by items dropped at certain points of the game.

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* ''TouhouProject'' implements [[ShootEmUp shoot-em-up]] [[SmartBomb bombs]] this way: your protagonist has a limited number of "spellcards", which are hugely powerful Spellcards in ''VideoGame/{{Touhou}}'' work along these lines. Generally. The exact mechanics vary from game to game. Also worth noting is that magic attacks that clear everything is in the screen and cause damage no way implied to the current boss. These spellcards be inherently Vancian-- Spellcards are usually recharged by items dropped at certain points part of the game.a formalized dueling system.



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* The first ''HeroesOfMightAndMagic'' game uses this system, using the Knowledge stat as the cap on the number of uses the hero can have in each spell. Visiting a Mage Guild recharges the spells found in the Mage Guild.
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* As noted above, originated in Creator/JackVance's ''The Dying Earth'', hence the name of the trope. It was not structured into "levels," and it was possible for anyone to attempt to use it, although with the possibility of backfiring. Spells that killed people instantly (such as The Excellent Prismatic Spray) were quite common and every wizard knew them. Of course, the ''Dying Earth'' series was not exactly about people killing each other -- they were often too petty and vain to take the simple route to their troubles. It is unclear whether the hundred or so spells still known to most magicians included less-powerful choices compared to the ones we see in the books. We might assume that less-powerful magicians couldn't handle or didn't know the more-powerful spells. We aren't really introduced to a wide selection of them. ''The Dying Earth'' represent only a few books and the Vancian Magic system wasn't present in Vance's other works.

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* As noted above, originated in Creator/JackVance's ''The Dying Earth'', Literature/DyingEarth'', hence the name of the trope. It was not structured into "levels," and it was possible for anyone to attempt to use it, although with the possibility of backfiring. Spells that killed people instantly (such as The Excellent Prismatic Spray) were quite common and every wizard knew them. Of course, the ''Dying Earth'' series was not exactly about people killing each other -- they were often too petty and vain to take the simple route to their troubles. It is unclear whether the hundred or so spells still known to most magicians included less-powerful choices compared to the ones we see in the books. We might assume that less-powerful magicians couldn't handle or didn't know the more-powerful spells. We aren't really introduced to a wide selection of them. ''The Dying Earth'' represent only a few books and the Vancian Magic system wasn't present in Vance's other works.
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* Also used in Creator/RogerZelazny's ''Literature/TheChroniclesOfAmber'' mythos: Merlin, hero of the later novels, explicitly prepares and "hangs" spells to be used later. However, prepared spells decay over time and must be prepared again even if not used. There, it's a matter of pre-constructed spells allowing more efficiency, and a [properly trained] sorcerer can use magic anywhere on a spectrum from Vancian magic to realtime improvisation with the raw forces of the universe. It's not that a wizard ''can't'' come up with a spell in the middle of a battle, it's just that a wizard who comes prepared can spend less time worrying about the most elegant formulation of a spell and more time not getting fried by the opposition. The "hanging" spells take this a little further: if you want to use a highly complicated spell in battle, it saves everyone's time if you've already cast most of the spell in advance.

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* Also used in Creator/RogerZelazny's ''Literature/TheChroniclesOfAmber'' mythos: Merlin, hero of the later novels, explicitly prepares and "hangs" spells to be used later. However, prepared spells decay over time and must be prepared again even if not used. There, it's a matter of pre-constructed spells allowing more efficiency, and a [properly trained] sorcerer can use magic anywhere on a spectrum from Vancian magic to realtime real time improvisation with the raw forces of the universe. It's not that a wizard ''can't'' come up with a spell in the middle of a battle, it's just that a wizard who comes prepared can spend less time worrying about the most elegant formulation of a spell and more time not getting fried by the opposition. The "hanging" spells take this a little further: if you want to use a highly complicated spell in battle, it saves everyone's time if you've already cast most of the spell in advance.



In addition, spells follow the law of conservation of energy: with few exceptions, a wizard must expend as much energy learning or preparing a spell as it uses to do its task. Therefore, impressive spells could take many lifetimes to prepare and simply aren't worth it. And once a wizard finally finds out how summon nubile virgins, he's way too old to remember why he wanted to do that.\\\

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In addition, spells follow the law of conservation of energy: with few exceptions, a wizard must expend as much energy learning or preparing a spell as it uses to do its task. Therefore, impressive spells could take many lifetimes to prepare and simply aren't worth it. And once a wizard finally finds out how to summon nubile virgins, he's way too old to remember why he wanted to do that.\\\
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* ''TouhouProject'' implements [[ShootEmUp shoot-em-up]] [[SmartBomb bombs]] this way: your protagonist has a limited number of "spellcards", which are hugely powerful magic attacks that clear everything in the screen and cause damage to the current boss. These spellcards are usually recharged by items dropped at certain points of the game.
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My bad, psionics weren\'t introduced until \"Eldritch Wizardry\". ;-)


** [[PsychicPowers Psionics]] have been in since the second supplement to the original ''D&D'' (before ''AD&D''), and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability to 'augment' them by [[TimTaylorTechnology pouring in more power points]] but in 3e were less efficient than spells because their unaugmented effects didn't scale with level.

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** [[PsychicPowers Psionics]] have been in since the second third supplement to the original ''D&D'' (before ''AD&D''), and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability to 'augment' them by [[TimTaylorTechnology pouring in more power points]] but in 3e were less efficient than spells because their unaugmented effects didn't scale with level.
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Psionics were added to the original D&D with \"Blackmoor\".


** [[PsychicPowers Psionics]] have been in since as early as ''AD&D'', and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability to 'augment' them by [[TimTaylorTechnology pouring in more power points]] but in 3e were less efficient than spells because their unaugmented effects didn't scale with level.

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** [[PsychicPowers Psionics]] have been in since as early as ''AD&D'', the second supplement to the original ''D&D'' (before ''AD&D''), and use {{Mana}}-style 'Power Points' (or similar) that can only be refreshed by resting. Psionic powers tend to be more flexible and long-lived (rather than falling by the wayside and going unused as the psion unlocks higher-tier powers) given the ability to 'augment' them by [[TimTaylorTechnology pouring in more power points]] but in 3e were less efficient than spells because their unaugmented effects didn't scale with level.
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*** Oddly enough, the Arcanist class from the Advanced Class Guide does pretty much exactly what 5th Edition does (bonus points for being in-development at the same time as 5E was, so identical thought processes there). Being a hybrid of the Wizard and Sorcerer, the Arcanist still prepares spells like a Wizard, sorta. The "Sorta" comes from the fact that the Arcanist doesn't prepare his Spell Slots; instead, he prepares his SPELLS KNOWN. From there, the Arcanist can spam spells left and right just like a Sorcerer. An Arcanist with the Heighten Spell Metamagic Feat, therefore, can cast only MagicMissile all the live-long day, using every single daily Spell Slot available to him, just like 5th Edition. The fact that the Arcanist can learn Metamagic Feats for free via their Exploits just makes this nonsense all the easier.
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** The Vancian system was completely scrapped for the D20 ''StarWars'' game. Force powers have no limit on uses and are used by making a skill check, though your character does have a limited supply of Force Points you can use to make them more powerful or give yourself bonuses, and the powers themselves [[CastfromHitPoints pull from the user's Vitality Points]].

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** The Vancian system was completely scrapped for the D20 ''StarWars'' ''TabletopGame/StarWarsD20'' game. Force powers have no limit on uses and are used by making a skill check, though your character does have a limited supply of Force Points you can use to make them more powerful or give yourself bonuses, and the powers themselves [[CastfromHitPoints pull from the user's Vitality Points]].
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A frequently used fourth rule is a [[NamingConventions naming convention]]: Possessives and variations thereof -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).

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A frequently used fourth rule is a [[NamingConventions naming convention]]: Possessives and variations thereof -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[{{Greyhawk}} "[[TabletopGame/{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).
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* Diverging from it's [[VideoGame/DemonsSouls spiritual predecessor's]] ManaMeter, VideoGame/DarkSouls and it's sequel follows this model. Each spell has a given number of uses, which replenishes when resting, and takes up one or more "Attunement Slots." The number of slots can be increased by leveling your Attunement stat, or wearing a couple of rings. If you have aquired more than one "set" of spell uses, you can put more of them into slots to increase your total capability of casting that specific spell.

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* Diverging from it's [[VideoGame/DemonsSouls spiritual predecessor's]] ManaMeter, VideoGame/DarkSouls ''VideoGame/DarkSouls'' and it's its sequel follows this model. Each spell has a given number of uses, which replenishes when resting, and takes up one or more "Attunement Slots." The number of slots can be increased by leveling your Attunement stat, or wearing a couple of rings. If you have aquired more than one "set" of spell uses, you can put more of them into slots to increase your total capability of casting that specific spell.
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* Rin Tohsaka from ''VisualNovel/FateStayNight'' uses gems which store prana in them. They act as prana bombs and are an equivalent of an A-rank spell. This allows her to cast powerful bursts of magic in one go... but it took her ''10 years'' to store up enough prana for only 12 of these gems, which puts just how powerful an A-rank spell is in perspective.

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* Rin Tohsaka from ''VisualNovel/FateStayNight'' uses gems which store prana in them. They act as prana bombs and are an equivalent of an A-rank spell. This allows her to cast powerful bursts of magic in one go... but it took her ''10 ''ten years'' to store up enough prana for only 12 twelve of these gems, which puts just how powerful an A-rank spell is in perspective.perspective. And Saber is able to completely NoSell one of Rin's fireballs without even noticing, which demonstrates just how outclassed normal humans are against Servants.
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* Diverging from it's [[VideoGame/DemonsSouls spiritual predecessor's]] ManaMeter, VideoGame/DarkSouls and it's sequel follows this model. Each spell has a given number of uses, which replenishes when resting, and takes up one or more "Attunement Slots." The number of slots can be increased by leveling your Attunement stat, or wearing a couple of rings. If you have aquired more than one "set" of spell uses, you can put more of them into slots to increase your total capability of casting that specific spell.
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* Japanese {{Roguelike}} ''[[http://homepage3.nifty.com/rfish/index_e.html Elona]]'' follows this to the letter. Quite unfortunate considering how easy it is to fail most high-end spells, and how rare their books are.

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* Japanese {{Roguelike}} ''[[http://homepage3.nifty.com/rfish/index_e.html Elona]]'' ''VideoGame/{{Elona}}'' follows this to the letter. Quite unfortunate considering how easy it is to fail most high-end spells, and how rare their books are.
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Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit since demanding a lot of magic preparation in a game [[AcceptableBreaksFromReality could easily become annoying and/or create pacing issues.]] As such, most games that involve magic base its rules around the much simpler ManaMeter.

to:

Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit since demanding a lot of magic preparation in a game [[AcceptableBreaksFromReality could easily become annoying and/or create pacing issues.]] issues. As such, most games that involve magic base its rules around the much simpler ManaMeter.
Is there an issue? Send a MessageReason:
None


Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit since demanding a lot of magic preparation in a game [[AcceptableBreaksFromReality could easily become annoying and/or create pacing issues.]] As much, most games that involve magic base its rules around the much simpler ManaMeter.

to:

Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit since demanding a lot of magic preparation in a game [[AcceptableBreaksFromReality could easily become annoying and/or create pacing issues.]] As much, such, most games that involve magic base its rules around the much simpler ManaMeter.
Is there an issue? Send a MessageReason:
None


Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit [[AcceptableBreaksFromReality since demanding a lot of magic preparation in a game could easily become annoying or create pacing issues.]] As much, most games that involve magic base its rules around the much simpler ManaMeter.

to:

Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit [[AcceptableBreaksFromReality since demanding a lot of magic preparation in a game [[AcceptableBreaksFromReality could easily become annoying or and/or create pacing issues.]] As much, most games that involve magic base its rules around the much simpler ManaMeter.

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None of these examples conform to the \"each and every casting must be prepared in advance\" rule listed in the description.


A frequently used fourth rule is a [[NamingConventions naming convention]]: Possessives and variations thereof -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).



Naturally, this approach to magic is a lot more common in non-interactive media than it is in video games, which, while often inspired by VancianMagic, stretch its rules quite a bit [[AcceptableBreaksFromReality since demanding a lot of magic preparation in a game could easily become annoying or create pacing issues.]] As much, most games that involve magic base its rules around the much simpler ManaMeter.

A frequently used fourth rule is a [[NamingConventions naming convention]]: Possessives and variations thereof -- e.g. Sumpjumper's Incendiary Surprise. In a series of spells that is often the same or slightly varied, e.g. "[[{{Greyhawk}} Bigby]]'s [[WhenAllYouHaveIsAHammer X]] [[HelpingHands Hand]]" (...Grasping, Pushing, Clenched).



* Unsurprisingly, pretty much every video game based on ''TabletopGame/DungeonsAndDragons''.
** With the sole exception of ''VideoGame/DungeonsAndDragonsOnline'', which uses a ManaMeter. (You still have to prepare spells at a tavern or a rest shrine, however). In addition, potions to restore Mana are rare. [[BribingYourWayToVictory Unless you pay for them, that is.]]
** And ''VideoGame/BaldursGateDarkAlliance I'' & ''II'' for the consoles had an energy meter, rather than loading spells.
* Used extensively in the ''VideoGame/{{Touhou}}'' series, and {{handwave}}d as a form of ritualized magic dueling which allows for balanced fights between skilled humans and beings of godlike power. Note that this only applies to spellcard rules; magic is not inherently Vancian.
** Also part of gameplay in {{Fighting Game}}s ''Scarlet Weather Rhapsody'' and ''Hisoutensoku'', where you prepare a deck consisting of system, skill and spell cards beforehand, and use them during the fight.
* Every technique in ''Anime/{{Pokemon}}'' has a set amount of PP that determines how many times a Pokémon can use it. The only exception is Struggle, the default attack every Pokémon knows but can only use after all other moves have been exhausted, and the user experiences recoil damage when its used.\\\
This only applies to a Pokemon's battle capabilities, at least [[GameplayAndStorySegregation if the Pokedex is to be believed]]: For example, if a Pokemon that is known for being able to power entire cities was held to this trope, rolling blackouts must be painfully frequent. Or the people running the power plants simply use elixirs and/or Pokemon centers to restore PP. The better example is the HM instance.\\\
Indeed, even if a Pokemon's PP for an HM move such as Fly is exhausted, it can still be used outside of battle. This is also true, somehow, if the Pokemon has fainted. In the original Japanese, "fainted" was "unable to battle", a phrase that doesn't necessarily imply unconsciousness. They changed the term in the English release because of the character limit.
* The [=BattleChips=] in ''VideoGame/MegaManBattleNetwork'' are a technological version of this. (Fortunately, [=MegaMan=] also has a chargeable buster that never runs out -- much better backup than a Pokemon's Struggle move. Later games and the ''Star Force'' spinoff series introduce alternate forms whose charged shots are often good enough to use in lieu of chips.)



* ''VideoGame/FinalFantasyVIII'' works exactly this 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).
* ''VideoGame/{{Wizardry}} 1-5'', ''FinalFantasy'', and ''VideoGame/FinalFantasyIII'' used a system of leveled spells with a number of shots for each level, rising with levels, avoiding the need to memorize specific spells but keeping the essential flavor. The first of each series even had nearly identical spell progressions! The ''FinalFantasy'' games added the twist that each character could only learn 3 of the spells available at each level (characters in ''III'' could change spells, but they had to overwrite spells they currently knew, making switching magic types expensive).
* ''FinalFantasyMysticQuest'' gives a certain number of charges for each type of magic (Black, White, and Wizard). Any spell costs one charge of the type that it is.
* ''SuikodenI'' used a magic system similar to ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyIII'', but it's more restrictive since each character could only have one magic-granting "rune" implanted, so there can only be a single spell chosen from each level. And those that are permanently equipped with a non-spellcasting rune (which enable things like special physical attacks or stat enhancement) can never use magic. This is very much GameplayAndStorySegregation, as one particularly powerful mage that you recruit is explicitly stated to have over 100 magic runes implanted in him. As do the other games of the ''{{Suikoden}}'' series, though they allow a bit more flexibility by allowing two to three "rune slots" instead of just one. This allows most characters the option of casting spells, though some will be bad at it no matter how powerful the rune they're given.
* ''VideoGame/ChronoCross'' uses a system like this. Each character has a set number of rows and columns in which "elements" can be set. Each element can only be used once per battle (except for "consumable" elements, which act like items do in other {{RPG}}s). And even consumable elements have a limit of five uses per slot.

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* ''VideoGame/FinalFantasyVIII'' works exactly this 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).
* ''VideoGame/{{Wizardry}} 1-5'', ''FinalFantasy'', and ''VideoGame/FinalFantasyIII'' used a system of leveled spells with a number of shots for each level, rising with levels, avoiding the need to memorize specific spells but keeping the essential flavor. The first of each series even had nearly identical spell progressions! The ''FinalFantasy'' games added the twist that each character could only learn 3 of the spells available at each level (characters in ''III'' could change spells, but they had to overwrite spells they currently knew, making switching magic types expensive).
* ''FinalFantasyMysticQuest'' gives a certain number of charges for each type of magic (Black, White, and Wizard). Any spell costs one charge of the type that it is.
* ''SuikodenI'' used a magic system similar to ''VideoGame/FinalFantasyI'' and ''VideoGame/FinalFantasyIII'', but it's more restrictive since each character could only have one magic-granting "rune" implanted, so there can only be a single spell chosen from each level. And those that are permanently equipped with a non-spellcasting rune (which enable things like special physical attacks or stat enhancement) can never use magic. This is very much GameplayAndStorySegregation, as one particularly powerful mage that you recruit is explicitly stated to have over 100 magic runes implanted in him. As do the other games of the ''{{Suikoden}}'' series, though they allow a bit more flexibility by allowing two to three "rune slots" instead of just one. This allows most characters the option of casting spells, though some will be bad at it no matter how powerful the rune they're given.
* ''VideoGame/ChronoCross'' uses a system like this. Each character has a set number of rows and columns in which "elements" can be set. Each element can only be used once per battle (except for "consumable" elements, which act like items do in other {{RPG}}s). And even consumable elements have a limit of five uses per slot.
GameBreaker).



* Similarly, the roguelike ''VideoGame/AncientDomainsOfMystery'' uses the same system, Vancian Casting from MP. [[NintendoHard Somehow]], ''ADOM'' is somewhat more forgiving than ''Elona'' about spells. Some of the best books are extremely rare, but reading an entire spellbook grants hundreds of castings.



** There was a book written in the ''Enchanter'' universe, which added a few points to the system along reasonable lines. It's possible though difficult to memorize a spell permanently (depending on the spell and caster, this can take months to years of effort), and the enchanter's school mentioned trains every student to 'lock up' Gnusto, which copies a spell from a scroll into a spellbook. Spells can be cast directly from a spellbook rather than memorized, although it means you actually have to read and speak the spell rather than simply release it from your mind. And a spell's exact effects (and appearance written in a spellbook) are dependent on the personality of the caster or the book's owner. The last is used to explain why all the best magic-users tend towards the BunnyEarsLawyer type.
* ''TheSpellcastingSeries'', written in part by the same people, does the same thing, and ups the ante by including a spell that transforms other spells. "Enlarge Tree Root" -> "Enlarge Wee Fruit", and so forth.



* In ''Videogame/RuneScape'', there is an example of this with the magic runes. Each spell takes a certain combination of runes, and if you are out of a required type of runes, you either need to buy more or make them by mining rune essence and taking it to a special altar. In other words, magic flat out requires ammo to be cast. In fact, runes are said to only channel power from somewhere, neither them or the player holds any power within.
* ''VideoGame/TheLegendOfDragoon'' features spells as buyable, boostable combat items. This would be useful, were they not [[InventoryManagementPuzzle forced to share the same limited inventory space as your healing items]]. It does have a few reusable spell items though.
* The panel system in ''[[VideoGame/KingdomHearts358DaysOver2 Kingdom Hearts: 358/2 Days]]'' works this way. On a grid, you select which items, weapons, abilities, and magic spells you have before you take on a mission. During the mission, you are limited only to the amount of casts that you've set up for your spells.



* ''VideoGame/KingsBounty'' (the original one). The hero has a finite number of spell slots (determined by class, level, and gained artifacts). Spells can be bought in towns or found as treasure, and to be able to buy spells hero must have free spell slots (when found, spells may go over the limit number, though). Each spell is one-shot.



* In ''Videogame/TheSimsMedieval'', Sim wizards have to prepare spells, but can use them any number of times afterwards unless they deliberately "forget" them (a process that involves smacking themselves on the forehead with their staff). They can't prepare all the spells they know at once, which means they will occasionally have to swap them out.
* Magic in ''VideoGame/DarkSouls'' consists of putting scrolls in attunement slots, each one giving a certain number of uses that spell before needing to rest at the bonfire. And if you find multiple scrolls of the same spell, you can double up on it. This is in direct contrast to its spiritual prequel DemonsSouls, where it uses a traditional MP system.
** Meanwhile, ''VideoGame/DarkSoulsII'' also uses a discrete number of usage, with two twists: the higher your attunement is, the higher your spell count goes, and now there are items that can replenish spell counts in terms of fraction of maximum spell counts.
* Alchemy in ''VideoGame/{{Mabinogi}}'' uses [[ItemCrafting specially prepared]] crystals, which when "fired" from an [[BoomStick alchemy cylinder]] allow you to create golems, [[LifeDrain drain life]], etc. It also has base elemental crystals, used both in crafting advanced crystals and in basic attacks such as [[KillItwithWater Water Cannon]] or [[KillItWithFire Flameburst]].
** Somewhat noteworthy are advanced magic crystals which allow an alchemist to use some of the most devastating magic from crystals prepared in advance.
* Present in the ''VideoGame/{{SaGa}}'' series along with BreakableWeapons, where this trope is implemented as essentially a magical analog of that one. Each spell/ability or spellbook takes up a slot in the character's inventory and has a fixed number of "charges"; spellbooks will "break" when used up, though innate abilities like mutant spells or monster skills will recharge by staying at an inn.
* ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' uses a variant of this. Common Skills (spells for damage, healing, StandardStatusEffects, etc.) use the same ManaMeter as the inherent skills unique to each character, but can only be accessed by [[ItemCrafting synthesizing a piece of equipment with that skill attached]]. The skill can then be used by any character equipped with that item, for as long as they have it equipped.
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->'''Leeky Windstaff:''' You did not actually prepare any [[KryptoniteFactor sonic energy spells]] today, did you?\\

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->'''Leeky Windstaff:''' You did not actually prepare any [[KryptoniteFactor sonic energy spells]] spells today, did you?\\



'''Vaarsuvius:''' [[BlatantLies On an unrelated note]], would you consider a brief pause in the battle? Say, about eight hours or so?

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'''Vaarsuvius:''' [[BlatantLies On an unrelated note]], note, would you consider a brief pause in the battle? Say, about eight hours or so?
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Starting in ''AD&D'', and continuing through 3.Xe and 4e ''D&D'', the game began to allow some flexibility to the Vancian system. Examples are as followes:

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Starting in ''AD&D'', and continuing through 3.Xe and 4e ''D&D'', the game began to allow some flexibility to the Vancian system. Examples are as followes:follows:
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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 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 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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* ''Webcomic/RustyAndCo'': Another ''D&D'' parody. Lampshaded with a "VANCE!" UnsoundEffect for a Color Spray spell. Prestige underscores the problem late in the level when she lets loose a {{Fireball}}; Mimic observes she must have had it all along, and she points out that he should be glad she hadn't used it before then.

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* ''Webcomic/RustyAndCo'': Another ''D&D'' parody. Lampshaded with a "VANCE!" UnsoundEffect for a Color Spray spell. Prestige underscores the problem late in the level when she lets loose a {{Fireball}}; Mimic observes she must have had it all along, and she points out that he should be glad she hadn't used it before then.{{Fireball}}, resulting in the page-image seen above.
Willbyr MOD

Changed: 24

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[[quoteright:239:http://static.tvtropes.org/pmwiki/pub/images/vancian-magic_rusty-and-co2_2551.png]]

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[[quoteright:239:http://static.[[quoteright:239:[[Webcomic/RustyAndCo http://static.tvtropes.org/pmwiki/pub/images/vancian-magic_rusty-and-co2_2551.png]]
png]]]]
Willbyr MOD

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[[quoteright:350:[[Webcomic/RustyAndCo http://static.tvtropes.org/pmwiki/pub/images/RustyAndCo_Vancian_3219.JPG]]]]
[[caption-width-right:350:[-Having one ready to cast can be useful.\\
UnsoundEffect optional-] ]]

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[[quoteright:350:[[Webcomic/RustyAndCo http://static.%% Image selected per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1411681419067343000
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[[quoteright:239:http://static.
tvtropes.org/pmwiki/pub/images/RustyAndCo_Vancian_3219.JPG]]]]
[[caption-width-right:350:[-Having one ready to cast can be useful.\\
UnsoundEffect optional-] ]]
org/pmwiki/pub/images/vancian-magic_rusty-and-co2_2551.png]]

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