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Amulets

Magical items that are imbued or enchanted with arcane spells.

Amulets

Contents


[top]Abstract

The term “amulet” refers to a mundane item that has been imbued or enchanted with an arcane spell to make them magical. The item can be anything, from a ring to a single gem to a weapon to a simple household item. These stored spells can later be activated by mages (if imbued) or anyone (if enchanted) to exert their effects. The process of creating the amulet varies from mage to mage, requiring much experimentation and often the assistance of a Spellbreaker.

Certain mages may also learn how to create living enchantments, or stored spells or effects in sentient beings.
Further Reading: A Primer to Arcana, Techniques, Spellbreaking. Living Enchantments

[top]Imbuing

The arcanist’s technique of Imbue may be learned as early as the Initiate level. Even so, the process is far from easy and not every mage will find themselves equal to the task.

[top]Preparation and Process

To begin, the mage must first temporarily amplify. As much essence as their increased vis will hold is mixed with together to produce the maximum amount of mana. This mana is then shaped and woven into a single either standard or custom spell and stopped just short of arcalysis. The spell chosen cannot require any special considerations, such as an additional amplify or Staff of Arcana. Instead of manifesting the spell on the Material Plane, the mage holds it in stasis and begins the very intricate process of entangling the spell into the chosen mundane item, which can take anywhere from candlemarks to brightenings. It must be done slowly and delicately as any misstep could inadvertently release the spell into the environment rather than the object and the process would have to be started all over again.

While the mage is holding the spell in stasis, contamination is continually building up on the mage. Its presence works against the mage’s focus and can possibly interrupt the process prematurely. It can also lead to harmful and sometimes fatal results of essence poisoning due to the length of the imbuement process. Possession of a Staff of Arcana or working in conjunction with a Spellbreaker can actively reduce the risk of over-contamination.
Further Reading: Contamination, Staff of Arcana, Spellbreaking

[top]Production and Uses

Once the spell has been successfully stored, the mundane item has now officially become a magical amulet with a single charge of the imbued spell. The mage then locks the spell inside the object with some mechanism of their personal design, whether with a particular “key word”, a pattern of touch, or something else. The process of storing and locking the spell can be repeated up to three more times in most items. Particularly powerful items like arcane reagents may be capable of holding more. The spells must be the same; a single item, no matter how magical in nature, cannot store more than one type of spell.

The amulet will hold the stored spell indefinitely. To activate it, the caster must have the amulet in his physical possession and only needs to “open” it, matching the process that the original imbuer used to “lock” it. While this process requires no vis from the user, it can however only be done by an Unbound mage of any sphere; imbued amulets will only respond to users who can understand their magical nature. Once all charges have been used, the amulet now returns to an ordinary, mundane item that must be imbued again from the start to regain its magical properties. The charges can also be prematurely emptied by extraordinary means, such as disenchantment or certain leeching spells. The stored spells will also naturally dissipate over time if not used or replenished.

[top]Enchanting

The arcanist’s technique of enchanting is reserved for the highest level of Master and Archmage mages. This process is even more complex and delicate than its counterpart and will require a great amount of trial and error from the mage to find their personal style. Yet again, not all mages, even with their extensive experience in the arcane arts, will find themselves equal to the task.

[top]Preparation and Process

Like Imbuement, the mage begins by reaching temporary amplification and creates the maximum amount of mana possible from essence and vis. The spell chosen also cannot require any special empowerment, such as arcane reagents. The spell is then woven and held in stasis just before arcalysis to prevent it from releasing into the Material Plane, and it must again be delicately and carefully inserted into the physical object chosen to become the amulet while preventing the spell from inadvertently releasing into the Material Plane.

While Imbuement can be done on any mundane object, Enchantment can only be successfully done on items that are already magical in nature. Such things include, but are not limited to, soul gems, Ancient Aelyrian feathers, or Essence Cores. The chosen item must first be denatured, a technique known only to Spellbreakers, to prepare it for the over-saturation of the arcane spell. This destroys the residual and preexisting material within to form an empty shell in which the spell can be placed.

The process of Enchantment also takes far longer than the corresponding Imbuement, having been known to go over multiple brightenings and thus requiring stamina from the mage to hold their concentration and control through lack of sleep and sustenance.

The process of weaving is additionally more complex. Since the item being enchanted already holds latent magical energies, adding additional mana to it can lead to inadvertent consequences of essence mixing if the spheres are different or overwhelming contamination due to the significantly high concentration of arcane energies. It also requires the would-be amulet to become saturated with the enchanted spell as it is no longer just storage but rather the personification of it. Thus enchantment is completely impossible for a mage to do alone; they must have a Spellbreaker working with them to reduce the chances of inadvertent mixing, get rid of the build-up of contamination, and to help properly infuse the material body of the object with magical essence.
Further Reading: Spellbreaking, Contamination, Arcane Reagents

[top]Production and Uses

Once the spell is successfully stored, the item has now officially become an amulet. The mage “locks” the spell in the same style as the Imbuement process, using a key word, touch sequence, or another privacy measure to close it. Since the entire physical body of the amulet has been infused with the spell, it has near-infinite charges. The enchantment can drain either naturally over time if not renewed or through extraordinary means, such as disenchantment or certain leeching spells that can remove the essence from the amulet's being.

The enchanted item can be activated by anyone whether an Unbound mage or a mundane person. Since the amulet embodies the spell, it does not require recognition; it instead can manifest the spell whenever in physical possession of a user that can “open” it by replicating the “lock” sequence. However, each time the spell is used, the amulet is temporarily emptied of its personal mana. This is restored only over time and cannot be hastened or increased by a mage. Thus use of the enchanted amulet is limited to once per day.

[top]Disenchantment

The term Disenchantment refers to the removal of both Imbuements and Enchantments from amulets. It is a skill limited solely to Spellbreakers as it requires an intricate knowledge of the interaction of arcane energies and the Material Plane that is beyond the understanding of arcanists. After the removal of the Imbuement or Enchantment, the amulet returns to its previous mundane or latently-magical state.

[top]Credits

Credit goes to Skay Ravendi and Nimh for the original write-up.


Created by Charybdis, July 17, 2014 at 02:31 PM
Last edited by Straylor Leonard, April 13, 2016 at 10:04 PM
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