The Magicians series by Lev Grossman uses similar fluff for magic:
Originally Posted by The Magicians, p.131It's not my preferred explanation for how spell preparation work, but it's definitely good for in-character magibabble.Originally Posted by The Magicians, p.335
Since D&D magic is, canonically, heavily centered around spoken and written magical language (power words, true names, Words of Creation, spell scrolls, runes, sigils, glyphs...), the flavor I usually use to explain the use of spellbooks is that spell preparation involves the parts of the brain related to reading and language much more than the parts relating to visualization, willpower, or whatever. Thus, even if a wizard can rattle off all the details of a spell from memory, the physical act of reading a spell's writeup in a spellbook makes it much faster and easier to prepare the spell by engaging those parts of the brain automatically and subconsciously. It's much like how memorizing a speech or remembering something someone said or the like takes some effort, but you don't need to think about reading things, you just do it, or how e.g. an expert juggler can try to constantly and consciously think of all six balls he's juggling but it's much easier to rely mostly on muscle memory to keep everything flowing smoothly.Originally Posted by Bohandas
The special inks and such, then, are there to give different visual, tactile, and maybe even olfactory properties to the text for more efficient information storage, to engage slightly different parts of the brain, and to convey metatextual information, much like how if you've been on this forum for a while you "hear" blue text as sarcasm because that totally makes sense, without someone having to add a bunch of qualifiers to get the tone across.
We know the spellbook is at least partially just a mnemonic aid, as it's entirely possible to prepare spells without the spellbook, from the basic read magic spell every wizard can prepare from memory to Spell Mastery that lets a wizard focus on a few spells and internalize them without needing the shortcuts. But it's quite difficult beyond a certain point (the Eidetic Spellcaster ACF requires a wizard to use literal mind-altering substances to form connections between the language and visualization portions of the brain to get the same benefits normally gained by simply reading a spellbook), hence why most wizards just stick with spellbooks.
Actually, canonically Earth exists in D&D as one of many Material Plane worlds, and the lack of magic and difficulty in accessing other planes is just a quirk of the local physics like any other sealed crystal sphere.
Many of the gods and peoples in the Forgotten Realms originated on Earth, one of the two reasons for the setting's name being that supposedly there were lots of connections between Earth and Toril thousands to hundreds of years ago, and the connections to the foreign realms have faded and been forgotten as various creatures left Earth; various settings (such as d20 Past) and modules (such as The Immortal Storm) take place on, or send people to, alternate Earths; and Mordenkainen of Oerth, Elminster of Toril, Dalamar of Krynn, and Ed Greenwood of Earth used to get together for the occasional chat, as recorded in the Wizards Three articles in Dragon Magazine.