The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films. The specific effects of each spell, and even the names of some spells, vary from edition to edition of the Dungeons & Dragons corpus. Development Origins In 1974, the 36-page "Volume 1: Men & Magic" pamphlet was published as part of the original Dungeons & Dragons boxed set and included 12 pages about magic. It primarily describes individual spells where the "spells often but not always have both duration and ranges, and the explanation of spells frequently references earlier Chainmail materials". The first edition had over 100 spells that were "largely inflexible" and when a caster ran out spells to cast they were "defenseless fodder for orcs, goblins, and trolls". If a caster could "survive those vulnerable early levels, spells could grant godlike powers, like the reality-warping Wish spell, which does exactly what you think it does. A maxed-level fighter might be Achilles, but a level 20 magic-user was Zeus". The publication of Advanced Dungeons & Dragons (1977) included a much more complex and systematic style to magic. "There is still a long list of individual spells, but every spell now includes a matrix specifying spell level, duration, area of effect, components, casting time, and saving throw". There are three types of components: "verbal components are magic words, material components are physical elements" and "somatic components are the arcane gestures of the hand and body". Magic was now divided into either arcane or divine magic. This edition also includes what the game designer community would come to call the Vancian magic system. "In the Vancian model of magic, magic users must memorize all the spells which they wish to cast. When they cast a given spell, it disappears from memory and must be memorized again if the magic user so desires". The idea of spell memorization was inspired by the way magic works in Jack Vance's Dying Earth stories. In 1976, Gary Gygax wrote: If magic is unrestrained in the campaign, D&D quickly degenerates into