So I've been wondering about the social structures of wizardry, and how much they'd be influenced by the nature of magic itself.
If magic is one in a million then you train everyone you can find. The group identification is wizard, or mage, or whichever term means you can do magic. But identifying as a separate country seems less likely, since inside Britain you can barely scrape together a school year between you, and globally you're a small town, maybe.
If magic is one in a million per year then you end up a town inside Britain. That's nice, lots of friends, but once you've got lots of friends there's room to decide to ignore everyone else. But how that relates to being British, for instance if you're raised thinking of yourself as British first or a Wizard first, that... could get interesting.
( Read more... )It would depend a lot on tech level they want to maintain and where they get their food supply. I mean if they've got the magical equivalent of replicators then they just need enough people to learn the spells to keep it going. Magic has such different conditions and requirements they'd end up looking quite different to the here now.
Also magic can be tech level equivalent, with the healing spells and all. Sufficiently advanced technology. But then population to maintain tech level comes up again.
If every wizard learns every spell they have to live a really long time.
( Read more... )With a span of 45 to 85 years just to learn everything, wizards specialise simply because there aren't enough years in a lifetime.
And that's a version of Everything that is just spells. Potterverse canon has every student also learn Alchemy (potions) and Herbalism (Herbology) and ... I don't actually know, many related skills. If they're learning Runes for magical as well as historical or languages purposes then Symbol or Syntactic magic is another sort that works in their 'verse. And every sort adds a whole bunch of years before you could even in theory know it all.
Conclusion: wizardry is like science, too wide, everyone must specialise.
GURPS colleges of magic exist partly because wizards have to narrow their possibilities to extend their expertise, same like the rest of us.
Nobody knows 'magic', they all know a tiny bit of a corner of magic.
And that means they absolutely have to get some social organisation together, or entire colleges of magic could get lose from going out of fashion, and some spells would become impossible from losing the people who could teach the prerequisites.
Finding teachers at all would be a task and a half. The university model looks great, but every hour spent teaching means you're only putting 1/8 of an hour into studying the spell you are teaching, rather than an hour into a new spell. Every new spell lets you make a new and interesting set of changes to the universe. And along several different prerequisite chains some form of immortality awaits. How do you lure someone into teaching when they could be trying for that instead?
You've also got the problem of power. Casting ceremonially gives you a great big boost for that, but means you need lots of mates.
( Read more... )So when I sat down I intended much less maths. I wanted to figure out a basic social unit for mages, if the limitations of their magic were where we start.
For most people the limit is span of control, which varies on way too many variables, but I learned it from...
http://nielsenhayden.com/makinglight/archives/006707.html Incident Command System, I think, with the phrasing Span of control coming from other posts. There the number is three to seven people, optimising around five.
Which coincidentally now I've done the digging for rules and maths is the number of mages a Master Enchanter can have in their circle at once.
( Read more... )Then you've got a set of 13 as a basic unit of Enchanters. Grand Master, two Masters, five in each of their Circles, overlapping teaching hours so everyone gets 8 hours teaching and 4 hours job every day, with the Circles having extra job on the weekends. And each Circle is in some way different from the partner, because they know different spell sets well enough to teach each other. That might be a binary difference that a Grand Master can bring together somehow, or it might happen in many and varied combinations, shifting and changing when they've taught each other all they can. Brighter or more magically talented students wouldn't need to grind for as long before they could lead a Circle of their own, so people would join and leave at different times. But they'd all need to know matching spells to work an Enchantment together, so whether there's two sets or many colleges, each Circle would specialise in particular jobs, then get less distinct and more varied by the time they can be Masters. And Masters would be able to do things their students could not, more and more over time, so they'd want time off for their own projects. Slow and Sure spells might mean holidays, or they could work as a pair on new Quick and Dirty enchantments, but it would work best if their students had someone else to study with when they do. Like a Grand Master who knows all the spells they can work combined, and then some.
And this more or less flows from the GURPS rules for how to Enchant.
But Enchanters would organise differently from Ceremonial Magicians, because there's not that -1 per person for Ceremony. For Ceremonial Magic you want a huge great crowd that all know the spell.
And a lot of magic can of course be cast by a single mage. But learning it in the first place requires either a really long time or a teacher.
So. I guess I just spent hours typing about completely imaginary rules. But.
What if the two sorts of Circle were Light and Dark? And the longer they work together, the more they blur the lines, until a Grand Master can cast all the spells of both.
But people who are not Enchanters don't have that incentive to cross the streams, they might go deep into their own half of the binary instead.
( Read more... )All these number rules are boring until they turn into ways people act.
... okay, they're probably still boring, and this didn't go in the direction I expected
but
rules can imply interesting social structures, and that part is fun.
I shall go do something else for a bit and maybe make another post
for the bit I sat down to write in the first place...