sythyry: (sythyry-doomed)
[personal profile] sythyry

Mirrored from Sythyry.

Relee asks: I don’t know much about World Tree magic. How do you folk measure the power of a spell to determine how strong it is? Now I’m curious what your most powerful spell is, and what the most powerful spell you’ve heard of is, for comparison!

A typical spell, when it is cast, has an appearance of power about it, much as a flame has a brilliance or luminosity. Different casts of the same spell vary in power — even for the same person, they vary somewhat. We measure the power of spells by the intensity of their appearance.

Often, the measured power is correlated with something measurable in other ways. A simple spell of power [5] makes [one yard] of rope-vine; a spell of power [10] makes [two yards]. I typically make about twenty-some yards with that spell, with a typical power [of 100 or a bit more].

[I translate spell powers as well as distances into English; Sythyry uses different units for both. -bb]

There is a separate dimension, of spell complexity. More intricate spells (which generally do more, or do more subtle or harder things) are more complex. The rope-vine-making spell is the simplest quantum, called 5 (because it takes 5 cley to graft that spell on — no spell takes fewer, and all spells take multiples of 5, hence they are proper quanta.) A good professional mage has a couple of complexity-20 spells in her specialty. The best healers have a couple of 30′s. My most complex spell, Dancing in the Garden of Statues, has complexity 100; I do not have many that complex, or even close. (Vae can improvise spells of complexity 80 on nearly any topic, and power [150-200], without any effort at all; this makes her a truely fearsome creature indeed. My best spell is better than her efforts in that topic — which is impressive indeed! — but she is nearly as good as my best in everything. And I have very limited cley, and she has no limits whatever. )

[There is no need to translate spell complexities, since those are simply numbers that have a simple physical explanation.]

Spell effects are often exponential in the complexity. A complexity-5 spell can make a few yards of rope-vine. A complexity-10 variant can make the same number of tens of yards of rope-vine — and a mage who has both variants grafted and can cast both, will cast them at precisely the same power [or, more accurately, at the same distribution of possible powers. -bb] A complexity-15 spell will make so many hundreds of yards; a complexity-20 spell so many thousands of yards. The rate decreases after that, typically, so a complexity-30 (rather than 25) spell is required to make so many myriads of yards, and a complexity-45 spell so many tens of myriads.

For extra confusion, not all topics behave this way. Attack spells increase very slowly; a complexity-25 spell does only slightly more damage than a related complexity-5 spell.

Of course, high-complexity spells are hard to learn, hard to cast, hard to invent, and hard to box; they are tremendously expensive, and very few people can actually cast them.

The power of one’s spells is only a mediocre measure of how good a mage one is. Two mages might be able to achieve power [40] on the average, say, but if one only has complexity-5 spells and the other has several complexity-30′s, the second will be far more effective with her magic. [Also, a mage who averages power 40 in a Noun+Verb combination will probably be able to cast spells of complexity 30 or so, but probably not more. Sythyry thinks this is too obvious to need mentioning, but zie is wrong. -bb] However, a bit of money — well, a lot of money — and a few months’ work could give the first mage all the second one’s spells, and make the two be roughly equal.

Anyhow, it is easy to measure spell power, and spell power is strongly correlated with everything else that matters about a mage — except for a number of important disciplines, but never mind that — so we measure by power as a convenient shorthand.

There is no power level at which one is given a title of advanced magic, like “sorcerer” (meaning “very impressive spell user”) or “wizard” (meaning “even more so”). These titles are awarded informally: if enough sorcerers and wizards call you a sorcerer or wizard, you can call yourself one too and nobody will sneer. Usually one must impress the people of the rank one aspires to, in some way. I did it with a very clever time-distortion enchantment, plus surviving a century of nendrai wrangling (and, more to the point, breaking many of her curses despite having nothing like the necessary power or complexity of my own spells.)

There are of course many further elaborations and important details not mentioned herein, but I daresay I may have already melted your ear if not your brain, so I will shut up now.

[They can be found in the World Tree sourcebook. Rather to my surprise, I've only deviated from the sourcebook in a few ways in a decade of Sythyryzing. E.g., the attitudes towards transaffection are moderately different in Sythyry's world than in the sourcebook, and the rules on making other people immortal seem to be rather harsher for Sythyry. The sourcebook is lots of fun to read, and only half of it is game rules! Buy it, read it, and see where else you can catch me contradicting it! -bb]

Date: 2011-11-05 04:51 am (UTC)
From: [identity profile] relee.livejournal.com
I suppose the simplest thing to do is to admit that unlike many of your other readers, I don't have a copy of the book of lore regarding the World Tree universe, and know very little about your magic. I only know that it's very common.

I might purchase it one day, but I'm frugal for things like that.

Date: 2011-11-05 05:21 am (UTC)
From: [identity profile] kris-schnee.livejournal.com
Cliff's Notes for you and others:
-7 Verbs, 12 Nouns, all spells at least one of each. (Eg. "Change+Flesh", complexity 20->species change spell)
-Magic mostly used for mundane things like making food, not hurling fireballs; huge effects on society.
-MP are "cley", normally refreshed at dawn; usually 1 per spell; cley transfer between primes is considered a worse job than prostitution (recently hinted at).
-Standard magic is "pattern magic" with named spells that can be taught by making "boxed spells" others can study/destroy to master; spell-scribes can transcribe spells this way without actually having the skill to cast them.
-Other magic types exist including spontaneous magic (low-complexity, no rigid spells), ritual/enchantment magic (very specific permanent effects) and various ad-hoc special species powers (like a nendrai's transformation magic and a cyarr's three always-available finger-snap-activated spells).
-Mind magic considered evil for obvious reasons, but has non-evil uses like part of immortality magic.
-Magic innately somewhat unreliable due to control by fickle gods, especially a few (like Water) who're sleeping, irresponsible or crazy.

Date: 2011-11-05 05:33 am (UTC)
From: [identity profile] sythyry.livejournal.com
[Would you find an e-book version, presumably cheaper than the paper version, more to your taste? It might be happenable. If not ... well, you can probably get the occasional slug of information from the lizard, and the details don't generally matter to the stories anyhow.]

Date: 2011-11-05 06:28 am (UTC)
From: [identity profile] relee.livejournal.com
[Nah I'll bide my time and get it "One Day". It's like my vast collection of pirate D&D books. They're cool to have but I feel bad about buying them unless I'm going to actually play the game. The difference for World Tree is I'd feel bad pirating it, if there's even a pirate copy around. Same deal for a few other indie rpgs online. One day, if I ever pull myself up by my bootstraps and fly around the room.]

Date: 2011-11-05 03:16 pm (UTC)
rowyn: (Default)
From: [personal profile] rowyn
I will buy the World Tree sourcebook AGAIN if you do an e-book of it. I would pay MORE for an e-book of it. Please. Thank you.

Date: 2011-11-05 03:43 pm (UTC)
From: [identity profile] sythyry.livejournal.com
[We'll see what we can do! There are legal and technical issues to be dealt with.]

Date: 2011-11-05 08:45 pm (UTC)
From: [identity profile] goldkin.livejournal.com

[And others of us whom already own your sourcebook twice over would very much appreciate an ebook copy, especially if such things were well formatted for tiny devices like those supported by Amazon's Kindle readers.

As for a bound copy, one might acquire one from Amazon for as cheaply as $4.39 plus $3.99 shipping. Though, it's only polite to support the authors after one buys an aftermarket copy of their wares.]

Date: 2011-11-05 08:49 pm (UTC)
From: [identity profile] goldkin.livejournal.com
[This link should work, sorry:
http://www.amazon.com/gp/aw/ol/1890096105

Hiss and woe at the machinations of the LiveJournal app for iOS.]

Date: 2011-11-05 05:13 am (UTC)
From: [identity profile] kris-schnee.livejournal.com
"she has no limits whatever."
Except that all her spells must include the Change element, and none can include the Healing element, right? We've seen that she can do such freakishly complex spells that the Change aspect can be some nonessential side effect, but the lack of true Healing is nasty.

"the attitudes towards transaffection are moderately different in Sythyry's world than in the sourcebook, and the rules on making other people immortal seem to be rather harsher for Sythyry. The sourcebook is lots of fun to read, and only half of it is game rules!"
[OOC] Seconded! [IC] Whatever happened to your loyal mage-assistant? Weren't you planning to help her get an immortality talisman/spell?

Date: 2011-11-05 05:20 am (UTC)
From: [identity profile] gavinfox.livejournal.com
I think zie did, and sed so in the replies some pages back?

Date: 2011-11-05 05:28 am (UTC)
From: [identity profile] sythyry.livejournal.com
She has no limits on how many spells she uses whatever, if you prefer. It was parallel to my own finite cley supply.

Date: 2011-11-05 05:29 am (UTC)
From: [identity profile] sythyry.livejournal.com
Whatever happened to your loyal mage-assistant? Weren't you planning to help her get an immortality talisman/spell?

I was planning that, but I am not still planning it; she does not need two.

Date: 2011-11-05 06:19 am (UTC)
From: [identity profile] terrycloth.livejournal.com
Wouldn't two be safer, in case she has to take one off for cleaning or something?

Date: 2011-11-05 07:03 am (UTC)
From: [identity profile] mmsword.livejournal.com
I don't know. One for fancy dress and formal occasions might be nice, compared to you know, just the plain immortality talisman.

Date: 2011-11-05 05:38 am (UTC)
From: [identity profile] sythyry.livejournal.com
Except that all her spells must include the Change element, and none can include the Healing element, right? We've seen that she can do such freakishly complex spells that the Change aspect can be some nonessential side effect, but the lack of true Healing is nasty.

Her spells must also be cast by tail-touch, another limitation which she generally barely pays attention to, given that she is particularly good at the magic of position. Her powers are monstrous. If she were ill-willed, it would take a whole city and vast efforts to destroy her.

Unfortunately, she is good-willed, which eliminates our chances of being willing to destroy her altogether. And increased our exposure to her good-willed and devastating bouts of helpfulness.

Date: 2011-11-05 04:46 pm (UTC)
From: [identity profile] shurhaian.livejournal.com
Hmmm. Another limitation which doesn't seem to come up in Sythyryverse is that according to the sourcebook, every Verb used in addition to Mutoc cuts the force of a nendrai's improvisations somewhat.

It's mentioned that they can bite and tail-flick once each per action, but the mental focus needed to improvise a spell would seem to make the only advantage to having multiple tails (or tail-tips, anyway) that they can choose which one to use if e.g. one is immobilized.

Also, Mutoc-based healing isn't even touched on, despite it being of great significance to Healoc-denied races (not just the nendrai but also the cyarr); in my own games I'd probably rule that you can shape the flesh into wholeness, but closing wounds that way (not Mutoc in general) hurts enormously, enough to fatigue the spirit, leading to not much of a net gain - you may well be trading an injury mendable by Healoc Corpador for one that requires Healoc Spiridor, which is altogether more esoteric.

(Also, their compulsive helpfulness and reaction to getting things from primes is kind of at odds with the sourcebook description, which gives me the impression they take what they want from whomever's handy and don't care much whether that someone is prime or not. They may trade or they may seize by force, as they find most convenient; the primary reasons for them not being even more of a terror is that they really have little to gain by being any more rapacious than they are, and their being rare.)

Date: 2011-11-05 04:50 pm (UTC)
From: [identity profile] sythyry.livejournal.com
[Multiple tailtips, which have come up a bit in my writing though not in games, let the nendrai cast the same spell at full strength at several targets a turn. Lllleollelsss, with a three-forked tail, used this to great advantage when putting together a small army of created elementals.

[Vae is noted as being a new-model nendrai, more powerful and more compulsion-wracked than older models. But yes, my concepts did evolve since the couple of paragraphs in the sourcebook! -bb]

Date: 2011-11-05 02:59 pm (UTC)
From: [identity profile] terrana.livejournal.com
To Bard: if I recall, there's very little mention made of transaffection made at all in the sourcebook, except where it concerns Zi Ri. Where it is mentioned, it's pretty well-accepted, I think? I've certainly played it that way when I've GMed in the past. (Or when I've tried, at least; my failures have become something of a running theme.)

Date: 2011-11-05 03:43 pm (UTC)
From: [identity profile] sythyry.livejournal.com
[You're right -- not so much "accepted" as "thought to be unimportant". In Sythyry's variant universe, it's more of an issue.]

Date: 2011-11-05 04:36 pm (UTC)
From: [identity profile] shurhaian.livejournal.com
Cross-species dating is described as common, but long-term attachments seem to be slightly scandalous.

Of course, the same thing can be said about same-sex bonds within a species (Zi Ri notwithstanding), and that also doesn't hold in Sythyryverse.

Date: 2011-11-05 04:35 pm (UTC)
From: [identity profile] shurhaian.livejournal.com
And then there are the people who graft (and copy) spells unusually quickly, throwing a monkey wrench into the complexity-tier naming scheme. I rolled dice, and [livejournal.com profile] mharreff used 10 cley to graft a 25-complexity spell; and it's more common than not that he doesn't need an exact multiple of of 5...

Date: 2011-11-05 04:37 pm (UTC)
From: [identity profile] sythyry.livejournal.com
[That's why we phrase it as magic rather than technology!]

Date: 2011-11-05 08:54 pm (UTC)
From: [identity profile] goldkin.livejournal.com
[And, to dispell the obvious comment, that would make Sythyry capable of results over 9000. In our millimeters, of course.]

Date: 2011-11-05 09:01 pm (UTC)
From: [identity profile] sythyry.livejournal.com
[Sythyry has been thought capable of spells with power over 9000 -- see this]

Date: 2011-11-05 09:10 pm (UTC)
From: [identity profile] goldkin.livejournal.com

[That's truly a family specialty of Sythyry and Saza's. Thank you, I had completely forgotten. *grin*]

Date: 2011-11-05 09:25 pm (UTC)
From: [identity profile] sythyry.livejournal.com
What, getting people to think we're more powerful than we actually are?

Yes indeed! One of my family's best tricks!

Profile

sythyry: (Default)
sythyry

January 2013

S M T W T F S
  12345
678 9101112
13141516171819
20212223242526
2728293031  

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Mar. 2nd, 2026 10:13 pm
Powered by Dreamwidth Studios