Difference between revisions of "Amulet"

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|-
|-
|'''Focus:'''
|'''Focus:'''
|GK (Major)
|[[Willpower]] (Major)
|-
|-
|'''Cost:'''
|'''Cost:'''
|1 Willpower
|1
|-
|-
|'''Orbit Required:'''
|'''Orbit Required:'''
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|'''Affected:'''
|'''Affected:'''
|N/A
|N/A
|-
|'''Duration:'''
|Instant
|-
|-
|}
|}
<br>


===Duration===
[[Image:Amulet.jpg|300px]]
 
<br>
N/A


===Description===
===Description===


Creates an amulet that allows its bearer to pass through the evoker's wards.
Creates an [[Amulet]] that allows its bearer to pass through the evoker's [[Ward]]s.


===Plateau Effect===
===Plateau Effect===
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===Art Research===
===Art Research===


A [[Ward]] is primarily a portal lock or filter, allowing only those who posses the right of passage (An Amulet forged by the creator of the particular [[Ward]]), through that Portal. The center part of a Portal contains a small orange ball or gem which is activated through a combination of the Avatar's touch, and the focusing of the Dreamer's Will upon it. When a Ward is placed over a Portal, this 'activation ball' is covered by the gem you see within the center of the Ward.. The six tendrils you see spreading out from the central gem are what hold the 'lock' in place, by leeching onto the Portal itself. Much in the same way that colours can be added to a codex, so also is the red given to the central gem and respectively to an Amulet. This colouring comes from lucidity, though not enough to warrant any drainage of Elemental Force, instead being drawn from the Willpower as each Element is closely connected.
A [[Ward]] is primarily a portal lock or filter, allowing only those who posses the right of passage (An [[Amulet]] forged by the creator of the particular [[Ward]]), through that Portal. The center part of a Portal contains a small orange ball or gem which is activated through a combination of the [[Avatar]]'s touch, and the focusing of the Dreamer's Will upon it. When a Ward is placed over a Portal, this 'activation ball' is covered by the gem you see within the center of the [[Ward]].. The six tendrils you see spreading out from the central gem are what hold the 'lock' in place, by leeching onto the Portal itself. Much in the same way that colors can be added to a codex, so also is the red given to the central gem and respectively to an Amulet. This coloring comes from lucidity, though not enough to warrant any drainage of Elemental Force, instead being drawn from the Willpower as each Element is closely connected.


This [[Lucidity]] is what makes the normally solid central gem ethereal when an [[Amulet]] is put to it. The [[Amulet]] passes through the central gem and to the activator behind it on the Portal, allowing the Dreamer to physically connect with it and then use their Will to pass through, as are the requirements of passage. The drawback of using this Lucidity, is that the Art of [[Ward]] is classed aggressively, therefore not allowing it to be evoked within [[Sanctuary]]. You will notice when using Ward that the evocation cylinder is both light and dark gold. This is due to the variations in concentration of the twenty points of Willpower required to evoke this Art. These concentrations are used to force strength into the [[Ward]] so that it cannot be destroyed by any form of physical damage attack. The unfortunate consequence of this (arguably crude) form of strengthening, is that Ward is not in tune with all forms of Portal.. an example being Inter-Planer Portals, which cannot be Warded.
This [[Lucidity]] is what makes the normally solid central gem ethereal when an [[Amulet]] is put to it. The [[Amulet]] passes through the central gem and to the activator behind it on the Portal, allowing the Dreamer to physically connect with it and then use their Will to pass through, as are the requirements of passage. The drawback of using this Lucidity, is that the Art of [[Ward]] is classed aggressively, therefore not allowing it to be evoked within [[Sanctuary]]. You will notice when using Ward that the evocation cylinder is both light and dark gold. This is due to the variations in concentration of the twenty points of [[Willpower]] required to evoke this Art. These concentrations are used to force strength into the [[Ward]] so that it cannot be destroyed by any form of physical damage attack. The unfortunate consequence of this (arguably crude) form of strengthening, is that Ward is not in tune with all forms of [[Portal]].. an example being Inter-Planer [[Portal]]s, which cannot be Warded.


Researched by [[Starfire21]]
''Researched by Starfire21''


===Art History===
===Art History===


hortly after the [[Nightmare Wars]], when a group of Master [[DreamWrights]] led by [[Syriand the Graceful]] and [[Lagumbar Staggern]] had developed the Portals of the dream itself, it was discovered by the Seekers of Knowledge, they discovered that the ambient essence in a contained area was easier to harness. Their efforts and of course their extremely involved studies in this area led to the spawning of many new varieties of arts for the dream. The first of which the Seekers of Knowledge deemed necessary were the [[Gatekeeper]] arts known as [[Ward]] and [[Amulet]] in order to control access to certain areas for a period of time. This is the history behind the great arts of [[Ward]] and [[Amulet]].
Shortly after [[The Nightmare Wars]], when a group of Master [[DreamWright]]s led by Syriand the Graceful and Lagumbar Staggern had developed the [[Portal]]s of the dream itself, it was discovered by the Seekers of Knowledge, they discovered that the ambient essence in a contained area was easier to harness. Their efforts and of course their extremely involved studies in this area led to the spawning of many new varieties of arts for the dream. The first of which the Seekers of Knowledge deemed necessary were the [[Gatekeeper]] arts known as [[Ward]] and [[Amulet]] in order to control access to certain areas for a period of time. This is the history behind the great arts of [[Ward]] and [[Amulet]].


===Notes===
===Notes===
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Each amulet carries charges on it. These amulets can be recharged and disappear when the last charge is used.
Each amulet carries charges on it. These amulets can be recharged and disappear when the last charge is used.


The evoke cone of this art is gold with a gold riser.
===References===
*https://web.archive.org/web/20021031221110/http://members.cox.net/radiance/arts_ward.html


[[Category:Arts]]
[[Category:Arts]]

Latest revision as of 18:39, 2 May 2021

Art Statistics

Focus: Willpower (Major)
Cost: 1
Orbit Required: 20
Affected: N/A
Duration: Instant


Amulet.jpg

Description

Creates an Amulet that allows its bearer to pass through the evoker's Wards.

Plateau Effect

None.

Art Research

A Ward is primarily a portal lock or filter, allowing only those who posses the right of passage (An Amulet forged by the creator of the particular Ward), through that Portal. The center part of a Portal contains a small orange ball or gem which is activated through a combination of the Avatar's touch, and the focusing of the Dreamer's Will upon it. When a Ward is placed over a Portal, this 'activation ball' is covered by the gem you see within the center of the Ward.. The six tendrils you see spreading out from the central gem are what hold the 'lock' in place, by leeching onto the Portal itself. Much in the same way that colors can be added to a codex, so also is the red given to the central gem and respectively to an Amulet. This coloring comes from lucidity, though not enough to warrant any drainage of Elemental Force, instead being drawn from the Willpower as each Element is closely connected.

This Lucidity is what makes the normally solid central gem ethereal when an Amulet is put to it. The Amulet passes through the central gem and to the activator behind it on the Portal, allowing the Dreamer to physically connect with it and then use their Will to pass through, as are the requirements of passage. The drawback of using this Lucidity, is that the Art of Ward is classed aggressively, therefore not allowing it to be evoked within Sanctuary. You will notice when using Ward that the evocation cylinder is both light and dark gold. This is due to the variations in concentration of the twenty points of Willpower required to evoke this Art. These concentrations are used to force strength into the Ward so that it cannot be destroyed by any form of physical damage attack. The unfortunate consequence of this (arguably crude) form of strengthening, is that Ward is not in tune with all forms of Portal.. an example being Inter-Planer Portals, which cannot be Warded.

Researched by Starfire21

Art History

Shortly after The Nightmare Wars, when a group of Master DreamWrights led by Syriand the Graceful and Lagumbar Staggern had developed the Portals of the dream itself, it was discovered by the Seekers of Knowledge, they discovered that the ambient essence in a contained area was easier to harness. Their efforts and of course their extremely involved studies in this area led to the spawning of many new varieties of arts for the dream. The first of which the Seekers of Knowledge deemed necessary were the Gatekeeper arts known as Ward and Amulet in order to control access to certain areas for a period of time. This is the history behind the great arts of Ward and Amulet.

Notes

Each amulet carries charges on it. These amulets can be recharged and disappear when the last charge is used.

The evoke cone of this art is gold with a gold riser.

References