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Found 12 results

  1. Hi, I've been wondering what will happen if you spike an animel with a charged spike. Is there any mention of this in the WoBs? Do animals even have a Spiritweb?
  2. A couple of recent theories have prompted me to wonder this. While the Arcanum has informed me that animals and inanimate objects have spiritwebs, I came up empty when searching for spliters.
  3. The spirit web. Most of us know what it is and mostly what it pertains, but a lot of us know bits and pieces of what it contains. Here we are going to create a structure for the spirit web, so that everyone can have a good framework for theories they want to involve it in. With that out of the way, I always imagine the spirit web as a (modified) spider web. With thick, cordial strings coming outward from the center, and thinner, more fibrous strings connecting them. The challenge here is to establish what the thicker tendrils are to a being and how this stays constant within the Cosmere. Of course, imagining it that way makes it easier but is not entirely correct. To put it more masterfully, the focal points of a spirit web are divided into three major portions but on their own represent sub-dominant qualities. The definite things we know are part of a spirit web are as follows: (Feel free to correct me here) Fortune: The interactive capabilities of spiritwebs which is greatly expanded upon when attaining greater amounts of investiture. Most notably allows for future sight in humans, shards, cognitive impact in a few tseWshadows, splinters, etc. primarily shown in shards (ex. Odium, Preservation, probably Cultivation) Connection: Displays what form of investiture any being is connected to and is heavily related to the planet that being inhabits naturally (with some exceptions). Shards are connected to their own investiture, splinters are connected to whatever shard they originate from, cognitive shadows are connected to whatever investiture sustained them (threnrodite shades) and people inherit connection through s DNA. Identity: The most normal of the three, identity is responsible for, basically, who you are: what do you love, what do you hate, physical appearance, etc. is all contained in the identity portion. Most heavily influenced by s DNA of course. Sub-Dominant qualities: (again, looking for corrections\feedback) Fortune-Identity: Location— where and when you are. Fortune-Connection: Future sight— allows varying degrees of insight into the future. (Seers vs Shards) Connection-Identity: Magic— the fins of investiture you can access or manifest. Manipulation of the Spiritweb: I have decided to separate the classes of manipulation into the capabilities each form of change has on the being. Names are subject to change Charging: modifying the spiritweb by boosting it with investiture. Can be thought of as coating or lacing it. (Ex. Breath) Splicing: Using an already torn piece of a spirit web to insert investiture, usually a splinter. None of the original web is lost during this exchange (Ex. Spren or Divine Breath) Stealing: Intentionally tearing the spirit web to take a piece of it away. Usually destroys the being stolen from. (Ex. Hemalurgy or [possibly] Dark One Magic) Destruction of the Spiritweb: can be caused by “life changing” traumatic experiences. Has been caused regularly on several shardworlds to use magic. Includes: Scadrial, Roshar, and Nalthis.
  4. I have been picturing the Spiritweb as a sort of graph where Connection is the edges and souls are the vertices. However, I don't understand how this would work with something like a tree. Would the tree itself have a soul and be Connected with, say, a bird living in it, or would the tree be represented by a subgraph where each leaf or branch has its own soul with an extremely strong Connection to other nearby souls within the same tree. This partially comes from the infamous stick scene in Words of Radiance, which demonstrates that a stick, which used to be part of a tree, has its own distinct soul.
  5. Another in my ongoing series “A Theory of Cosmere Magic” Classification of Magic Systems Pre-Shattering Magic In the Beginning – The Cosmere’s Origin I include this topic because my views on Realmic theory underlie the over-arching cosmere magic theory. While most of my views are canon, you shouldn’t be surprised some aren’t. I changed from “Realmatic” to “Realmic” to follow Khriss in AU. I am concurrently posting “In the Beginning – The Cosmere’s Origin,” since that post provides some background to the conclusions I reach in this post. THE THREE REALMS Preservation’s Metaphor. In M:SH, Preservation metaphorically describes the Realms to Kelsier. The Spiritual Realm shines a beam of “perfect” light that the Cognitive Realm “filters” before the light “pools” on the Physical Realm’s “floor.” The Spiritual Realm is the place of perfection, of Spiritual energy (the Powers) and structure (Spiritwebs). The Cognitive Realm is the place of perception, filtering the Spiritual Realm’s perfection. The Physical Realm is the place of material existence, where perceived objects and lifeforms take shape. I use the term “Creation” to describe the sum of all Spiritwebs and their corresponding Cognitive and Physical Realm aspects. Kelsier himself calls this description a “metaphor.” (M:SH, Kindle Loc 530, Part 2-1 .) The description does not address the mechanics of magic. Brandon intends this metaphor to help us understand Realmic differences, not how the magic works. Spiritual Realm. The Spiritual Realm consists of two types of Investitures: the Powers (Spiritual energy) and “Spiritweb Investiture” (Spiritual structure). Spiritweb Investiture constitutes the Spiritual aspect of Creation (the sum of all Spiritwebs). The Spiritual Realm holds the most Investiture because of the Powers: Shards are “mostly Spiritual.” Location “isn’t particularly important” in the Spiritual Realm, only Connection. Cognitive Realm. The Cognitive Realm is the collective mind of the sentient entities on each planet (an idea Brandon expressly borrows from Carl Jung). Non-sentient objects exist in the Cognitive Realm as the perceptions of the collective mind, since such objects have no cognitive function of their own: “Whenever a planet has enough thinking life on it that's considering it a planet, it drops into Shadesmar.” The collective mind includes the conscious and the unconscious. (WoR, Kindle p. 40.) a. Correspondence to Physical Realm. Brandon describes the Cognitive Realm as relatively flat, but not two-dimensional – a plain, not a plane. He contrasts its topography with the Physical Realm’s, which is three-dimensional. The SLA maps and the Dor show there is a one-to-one correspondence between locations in the Physical and Cognitive Realms. b. Subastrals. Each collection of sentient minds has its own “subastral” – the term Hoid uses in M:SH to describe Scadrial’s Cognitive Realm. Each Shardworld with a sentient population has at least one subastral. Roshar has two subastrals: one for its Physical Realm sapient population (humans, listeners and Aimians), and a second subastral for its sapient spren. Brandon calls all sapient entities “people.” Sapient spren are ideas that have ideas. These spren have their own politics and cities. The discarded Oathbreaker chapter where Jasnah first Elsecalls shows the Rosharan spren subastral. Braize also has a subastral – Khriss says there are splinters and Cognitive Shadows there. Cognitive Realm distance is measured by thought, and the distance between subastrals compresses minds. c. Shadesmar’s Sun. I believe the “sun” in Roshar’s and Scadrial’s subastrals represents those planets’ collective perception of the afterlife – the place the spirits of dead people go. Brandon refers to these collective perceptions as “cultural.” The Cognitive Realm sun is like the “light” that Earth people see during near-death experiences. That “light” is the Cognitive Realm’s collectively perceived Connection to the Spiritual Realm. The “clouds” that trail towards the sun represent the collective mind’s perception of the souls of the dead moving towards the Spiritual Realm. Everything in the Cognitive Realm “moves towards the light,” including shadows. This movement is how the collective mind perceives entropy: “all things must pass.” Physical Realm. The Physical Realm is the material world sentient life actually experiences. It consists of the matter and energy into which the Powers convert plus the Physical Realm aspect of each planet’s Unique Investiture – one can see Stormlight, Breaths and the mists. Adonalsium’s Creations comprise most of the Physical Realm cosmere: “The effects of Adonalsium permeate everything.” SPIRITUAL REALM INVESTITURE Spiritweb Investiture. Spiritweb Investiture composes the Spiritual aspect of Creation – Creation’s “Spiritual matter.” Spiritweb Investiture gives Creation its Spiritual structure. Each use of the Powers creates new matter, energy and/or Unique Investiture. That new part of Creation either has its own Spiritweb or is part of other Spiritwebs. a. A Spiritweb consists of a soul and its Connections. Each soul has unique Spiritual DNA and unique Connections – a unique Spiritweb. b. Connections bind the cosmere together – not only between souls (“External Connections”), but also between the three Realmic aspects of each soul (“Internal Connections”). Kelsier could not return to Scadrial’s Physical Realm because his death severed his Internal Connections to that Realm. (i) Internal Connections maintain mind-body-soul unity. They “vertically” link the Realmic aspects of each attribute of a lifeform or object. The Feruchemy sections of recent Ars Arcana list many human attributes. Each attribute has an analog in all three Realms. (ii) External Connections “horizontally” link a soul to other souls. These Connections can extend between people, between objects, between a person and a planet, a person and other objects, and a person and Unique Investiture. A temporary Connection can extend between a person and the Powers – that’s how catalytic magic systems work. c. A Shardworld’s Unique Investiture is encoded into the Shardworld’s soul and is part of its Spiritual DNA. Unique Investiture is thus a form of Spiritweb Investiture. Sazed says a Shard’s Unique Investitures are its “flesh and blood.” (HoA, Chapter 14 Epigraph.) d. Connections link to different Spiritual “genes” of an entity’s Spiritual DNA. A planet’s soul includes as Spiritual “genes” each location on that planet. When Allik Neverfar in BoM uses his language-translation medallion, he Connects his soul to a different “Spiritual gene” of Scadrial’s soul – a different birthplace location on Scadrial. Allik retains his accent because his soul still knows he is Malwish. Allik explains, “My soul thinks I was raised here, in your lands, but it knows that I am Malwish by descent…so I cannot help but have an accent…” (BoM, Kindle p. 302.) e. Brandon says Connections are not “on/off” switches. They can widen or narrow over time. f. “Identity” refers to the relationship between a mortal and the Unique Investiture of his native Shardworld. Unique Investiture is “keyed” to the mortal, enabling the mortal to perform “Unique Investiture Magic” on that Shardworld: “The Spiritual self is tied to the Investiture of the world that you come from.” Identity is embedded in the mortal’s Spiritual DNA. It can develop over time as part of an adaptive, evolutionary process. Non-natives must “hack” local Unique Investiture to use it (except for Breaths, which automatically “key into” their holder’s Identity.) Non-natives’ Identity is not “keyed” to the local Unique Investiture. Feruchemists’ Unique Investiture is “internal” and personal to them. BoM shows their Identity relates to the use of their personal Unique Investiture inside their metalmind. The Powers. The Powers are the cosmere’s “Spiritual energy,” the “the energy of Shards.” Under Brandon’s “one substance” principle, the Powers are the source of everything else – they convert into all of the cosmere’s matter, energy and other Investiture. The Powers are “raw” undifferentiated Investiture awaiting a directing mind to tell them what to do. Brandon also calls this form of Spiritual Realm Investiture “true Investiture” or “raw power.” COGNITIVE REALM INVESTITURE Unlike Spiritual Realm Investiture, Cognitive Realm Investiture is different everywhere – it is a form of Unique Investiture. If the Cognitive Realm is the collective mind of a Shardworld, Cognitive Realm Investiture is the collective mind’s ideas. These ideas have a Spiritual Realm aspect with their own Spiritwebs. Shai describes how this happens in TES (Kindle p. 74). Splinters are bits of the Powers that become “self-aware.” That means a splinter (including spren) has its own Cognitive function. Bits of the Powers that become splinters convert into Cognitive Realm Investiture: splinters are “less physical, more a blend of the other two [Realms].” PHYSICAL REALM INVESTITURE Differences Between Shardworlds. Like Cognitive Realm Investiture, Physical Realm Investiture is also a form of Unique Investiture. It is different everywhere. Roshar, Nalthis and Scadrial have gaseous manifestations of Investiture: Stormlight, Breaths and the mists. Lerasium and atium differ from Autonomy’s Investiture of microflora. The Tears of Edgli differ from Devotion’s perpendicularity. Each Physical Realm manifestation of Investiture reflects the Mandate of the Investiture’s Shard plus the planet’s “inherent Investiture.” Minor Shardworlds continue with whatever Unique Investiture Adonalsium and/or a Shard left there. States of Physical Realm Investiture. Brandon says the liquid state of a Shard’s Unique Investiture (its “shardpool”) is the most “potent.” The Coppermind asserts, “the liquid essence of a Shard is said to be related to the Cognitive aspect.” The solid state of Physical Realm Investiture (metals) is the least potent, and each metal has a single function. The gaseous state of Physical Realm Investiture is somewhere between the two in potency – it can directly fuel a Connection to the Powers like the mists did for Vin. PERPENDICULARITIES Realmic Conduits. Perpendicularities are conduits between the three Realms. They permit Worldhopping. The only Worldhopping we’ve seen so far is between the Cognitive and Physical Realms. Formation. Khriss says perpendicularities arise from a Shard’s presence on a planet. (AU, Kindle p. 477.) The weight of the Shard’s Investiture punches a “spike-like” hole through the planet’s Realmic aspects, forming the conduits between Realms. Brandon states the existence of a perpendicularity means the Shard cannot easily divest itself from its Shardworld: “Once you’ve got a Perpendicularity, you are starting...That’s trouble for going other places.” Speculation: Investiture Residue. I speculate a perpendicularity is the precise spot where a Shard Invests in a planet, where its Investiture “enters" the planet’s three Realmic aspects. That’s where the Shard “is present” and why the perpendicularity is “spike-like.” Otherwise, the weight of Investiture seems like it would form multiple perpendicularities per Shard on that planet. When Investiture is complete, residual unused Investiture remains – like water dripping from a turned-off hose. These attuned “catch-basins” collect a planet’s recycling Investiture. Brandon says perpendicularities “normally” disappear when a Shard divests itself from a planet, but “there are circumstances that could prevent the shardpool from disappearing.” Since Sazed says Physical Realm Investiture (like a shardpool) is the “body” of a Shard, I speculate the Shard Vessel’s death might be one such circumstance: Aona’s shardpool didn’t “disappear” after her death. I also speculate that a Shard can choose to leave Investiture behind when it divests. (Brandon recently confirmed this speculation when he stated at least one planet has a shardpool the Shard abandoned (voluntarily or not).)
  6. This may get a little long. Let me start off with what my impression of how things work is. Investiture is power and the Spiritweb lets an individual use Investiture. i.e. the ability to use Allomancy is coded into the Spiritweb and the actual magic is Investiture shaped by the Spiritweb. Stormlight is Investiture and the ability to Surgebind is written into the Spiritweb by the Spren bond. These are the causes of my confusion. Nicrosil is said to store Investiture but it seems to store the ability to use it, not the Investiture itself. I was reading that the Innate Investiture from Preservation allows people to use Allomancy, is the power of Allomancy Investiture itself. If a Feruchemist got some Breath and nicrosil what would he be storing? The breath itself or the ability for his body to use the breath for heightenings and such. Can someone set me strait? Thanks!
  7. Draft 1: Forging The Spiritweb Forgive me for length, it is long, and hopefully complete. Disclaimer Let's begin by describing... The Nature of Investiture: Next, what is the spirit web? According to Cannon, lacking a better defenition than this, I have provided my own. (there is another descriptive quote under the topic of Hemelurgy, below) The Spirt-Web, is the sum total of all physical, emotional, cognitive, spiritual, and other ties a person object or thing have to other people objects or things. The comparison to a physical web might be useful for many purposes. For a person, This Web defines who they are. To start our analogy, there will be several strands beginning at the center (the person in question) and extending outward, linking to past events, future hopes, current desires, descriptive attributes, and other details that accurately depict the SOUL of the person to whome this spirit web happens to belong. In addition to these, there will be many additional strands. Some of these additional strands will link to people, or ideas to which this person is familiar. There will be strands that connect one attirbute this person has attained, with others. Memories will form, Etcetera, etcetera. So far, this explains (sort-of) why the Spirit Web is approximately equal to the SOUL, as far as practical discussion is concerned. But what about mystical abilities? Yes, every mystical ability described in the Cosmere uses the spiritweb. Every mystical ability a given person has will either have it's own section of the spiritweb describing its function, or will utilize some pre-existing part of the web that they individually, or that all people possess. A Note on sDNA
  8. What happens to the person who gets healed by a Divine Breath? Obviously they get healed but is there any other benefit? That is a lot of investiture to be hitting the Spiritweb. Wouldn't the Breath fill up any cracks in the Spiritweb thereby forcing them wide open. What would that do to someone?
  9. Before anything else is said, yes I KNOW its been WoB'd to be possible, and that multiple blades have to be summoned separately. Sheesh... Source(s): (It seems every time I even mention multiple shardblades, everyone feels the need to quote these at me...) Anyway, I want to put forward the idea that it is theoretically possible to have "paired shardblades", such that they can be summoned at once. My reasons for this theory is simply for the potential awesomeness. Assuming that shardblades are bound to the bearer by "attaching" itself to a point in the person's Spiritweb, this would work by both blades attaching to the same point. Essentially, they would be Cognitively and Spiritually the same shardblade, but have two separate Physical aspects. This would also fit with the theory that a persons shardblade is unique/shaped to the original wielder (like Kaladin's hoped-for shardspear), where the shardbearer is awesome and likes fighting with two swords, so their shardblade forms as two blades made for dual-wielding. I don't think the WoB excludes this idea (I assume that its referencing someone just picking up two different shardblades), although it does make it unlikely for such a thing to exist in-world. Any thoughts on the idea, my Realmatics, or the practicality of fighting with two shardblades??? Thread-hijackers are welcome! (I assume dual-wielding swords never really occurred on Earth simply because if you had a free hand, it was more practical to use a shield instead. However, shardblades are an entirely different matter...) Also, here's hoping for that character who dual-wielded shardblades in proto-Wok makes it into the Stormlight Archive!
  10. In TES we hear hints that the spirit world exists in part as a huge network of connections between objects and ideals. By altering these spiritual connections, Soul-stamps can cause physical and cognitive transformations to occur for the objects affected. With this in mind, there are some interesting implications to pull out of the Ars Arcanum of WoR. "this method [of Lightweaving] has a powerful Spiritual element, requiring not just a full mental picture of the intended creation, but some level of connection to it as well...I wish to delve more into this ability, with the hope to gain a full understanding of how it relates to Cognitive and Spiritual attributes" So lets look at a specific Lightweave: Shallan drawing herself in Ch 36. "She saw only the drawing, knew only the emotions she bled onto the page. Jasnah's determination. Tyn's confidence. A sense of rightness that she could not describe, but which she drew from her brother Heleran, the best person she'd ever known. It all poured from her into the pencil and onto the page." When she actually did meet with the Highprinces, Shallan became a different person. It was more than just a visual illusion, she acted differently, thought differently from the girl we knew before. She started to exhibit the attributes she had infused into her drawing. We know from WoK she can pinch off "soul-buds" and infuse them into her artwork. I believe this is the way Shallan's mind interprets the formation of spiritual connections. It seems she actually formed links to these attributes in the spirit realm while creating the drawing, then used Lightweaving to apply them to herself during the meeting with Dalinar. There are obviously many differences between the two magics. For example, Soul-stamps can be permanent, cause physical changes, and require a certain plausibility to function. Lightweaving requires a mental focus, needs active use of Stormlight to maintain, and can't create tangible changes. It will be interesting to see how Yolish Lightweaving compares, since the Ars hints about a spiritual element there as well.
  11. Title says it all, really. I was wondering if the references to cutting off the 'spirit' of a limb and such are actually accurate, or if it is actually cognitive damage, as someone (can't remember who) theorized that it was, and thus Nalan brought back Szeth by reconnecting his Cognitive aspect to his physical one. If it is Spiritual, it brings up an interesting possibility: if a Compounding bloodmaker can heal Shardblade wounds, one type of Spiritual damage, then perhaps they can heal another type: Hemalurgy, thus creating an infinite source of Allomantic gold spikes.
  12. First off, seeing as this is my first post on here, I'm not really sure if someone else has already expounded this (frankly fairly weakly conjectured) theory, so if they have, sorry about that. Anyway, both Shardblades and Hemalurgy work with Spiritwebs, yes? And we know that Shardblades create a bond with the Spiritweb. So what I was thinking is that maybe instead of simply creating a bond, Shardblades (the present-day versions, not Radiantblades), they work more like Hemalurgy and tear off a part of the Spiritweb to create said 'bond', something that could have changed after the Day of Recreance. It would explain why spren, or at least Syl, dislike the blades, as rather than them being representative of Odium or something like that, they are simply fundamentally broken.