Editing Hemalurgy

Jump to navigation Jump to search

Spoiler Policy Reminder


Under our spoiler policy, any content from books that are not fully released is not allowed on the Coppermind. This includes any information from pre-released sample chapters, readings, and other comments Brandon has made about Stormlight 5. The only exception to this rule is on meta-pages for the books themselves (e.g., Wind and Truth). If you are unsure whether the information you want to add comes from pre-release content, please do not add it and instead ask about it on our Discord.

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 30: Line 30:
 
Creating a Hemalurgic charge requires physical injury, and generally results in the death of the victim.{{epigraph ref|mb3|13}} It is possible, however, to charge a spike without killing the target,{{wob ref|10048}}{{book ref|mb7|47}} in which case they would be left in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}} In order to charge a spike without killing the victim, one must have the proper Intent, a very thin spike, and to speak a [[Command]] (although this step is not strictly necessary). It apparently requires the needle be threaded carefully through the flesh, as to not strike organs. Doing this leaves the victim with a small portion of their spiritweb torn off, but leaves them alive. This also allows one to collect Investiture from non-Allomancers.{{book ref|mb7|47}}
 
Creating a Hemalurgic charge requires physical injury, and generally results in the death of the victim.{{epigraph ref|mb3|13}} It is possible, however, to charge a spike without killing the target,{{wob ref|10048}}{{book ref|mb7|47}} in which case they would be left in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}} In order to charge a spike without killing the victim, one must have the proper Intent, a very thin spike, and to speak a [[Command]] (although this step is not strictly necessary). It apparently requires the needle be threaded carefully through the flesh, as to not strike organs. Doing this leaves the victim with a small portion of their spiritweb torn off, but leaves them alive. This also allows one to collect Investiture from non-Allomancers.{{book ref|mb7|47}}
   
It is not thought to be possible for multiple attributes to be stolen from the same person.{{wob ref|9463}} However, a single spike can take the same attribute from multiple people.{{book ref|mb7|47}}
+
It is not thought to be possible for multiple attributes to be stolen from the same person.{{wob ref|9463}} However, a single spike can take the same attribute from multiple people.{{book ref|mb7|47}} There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations.{{book ref|mb7|part=ars}}{{wob ref|11327}}
   
 
=== Receiving of Attributes ===
 
=== Receiving of Attributes ===
There is a maximum number of spikes a person can have before causing issues of mental and/or physical limitations.{{book ref|mb7|part=ars}}{{wob ref|11327}} The number of spikes a person can take has been reduced since Ruin was merged with Preservation. If too many spikes are added, the soul stops gaining powers. [[Compounding]] is also inaccessible, under normal methods, to any Hemalurgist made after the Shards merged.{{book ref|mb7|28}}{{book ref|mb7|part=ars}} There are ways to bypass this limitation, but said ways are currently unknown. This relates to the nature of Ruin's subservience to Preservation in the current dual vessel of Harmony and something known as "Identity contamination".{{book ref|mb7|28}}{{book ref|mb7|part=ars}}
+
The number of spikes a person can take has been reduced since Ruin was merged with Preservation. If too many spikes are added, the soul stops gaining powers. [[Compounding]] is also inaccessible, under normal methods, to any Hemalurgist made after the Shards merged.{{book ref|mb7|28}}{{book ref|mb7|part=ars}} There are ways to bypass this limitation, but said ways are currently unknown. This relates to the nature of Ruin's subservience to Preservation in the current dual vessel of Harmony and something known as "Identity contamination".{{book ref|mb7|28}}{{book ref|mb7|part=ars}}
   
 
This was likely done without a conscious decision by Harmony, and more of a byproduct of Ruin no longer pushing on the fabric of Scadrial.{{book ref|mb7|part=ars}}
 
This was likely done without a conscious decision by Harmony, and more of a byproduct of Ruin no longer pushing on the fabric of Scadrial.{{book ref|mb7|part=ars}}

Please note that all contributions to The Coppermind are considered to be released under the CC4 by-nc-nd (see Coppermind:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page: