Difference between revisions of "Hemalurgy"

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{{magic system
|image=Hemalurgy table.jpg
|system=Hemalurgy
|related=[[Ruin]]
|focus=Metal
|world=Scadrial
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]]{{wob ref|8665}}
}}
{{quote
| Hemalurgy is a power about which I wish I knew far less.
| The [[Hero of Ages]]{{epigraph ref|mb3|35}}
}}
 
'''Hemalurgy''' is one of the three prime manifestations of [[Investiture]] on [[Scadrial]]. The natives of that world consider it one of the three [[Metallic Arts]]. People who use Hemalurgic abilities are called '''Hemalurgists'''.{{annotationwob ref|mb3|chapter=798050}}
 
== Mechanics ==
Hemalurgy is named for a quirk in bind point placement: due to the interaction between the [[Spiritual Realm|Spiritual]] and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute.{{wob ref|1265}}{{wob ref|2801}} A spike can be charged if the Hemalurgist stabs the donor with the spike or if it is thrown at them, as long as there is [[Intention|Intent]] and it hits the right bind point.{{wob ref|12677}} Spike guns have also been invented for Hemalurgists to use. Intent is important, but the way Hemalurgy interacts with the [[Cognitive Realm]], if it does so at all, is unknown.
 
Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and leavebe pulled to the [[Beyond]] faster. Likewise, if a recipient dies, they will take longer to leave, since they are more investedInvested.{{wob ref|1528}}
 
Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.{{wob ref|10048}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{wob ref|12097}}
 
{{quote
| Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is '''always''' involved in the transfer of powers via Hemalurgy. [[Marsh]] once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough.
| Harmony{{book ref|mb3|13}}
}}
 
 
== Hemalurgic Constructs ==
[[File:{{image|Koloss.jpg|width=200px|thumb|side=right|Two koloss, one of the types of Hemalurgic constructs]]}}
Any Hemalurgy warps the Spiritweb, but physical change is required for a subject to be classified as a Hemalurgic Construct.
Four types of Hemalugic Construct are known on Scadrial:
 
* [[Steel Inquisitor]]s are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic [[iron]] and [[steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, holds their fraying [[spiritweb]]s together; removal results in death. Mistborn and [[Seeker]]s are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce [[Coppercloud]]s.{{book ref|mb3|37}}{{book ref|mb3|45}}
 
* [[Koloss]] are brutish, monstrous beings created with four iron spikes, each charged with human strength. They lose their intelligence, but gain immense strength. They continue to grow until they die. After the [[Final Ascension]] Harmony changed them into a breeding race.{{wob ref|1381}}
}}
 
The points which can be used for Hemalurgy are known as "Bind points" and there are between 200 and 300 in the human body which can be pierced depending on the effect needed.{{book ref|mb3|42}} Anyone who sees into the Spiritual Realm, perhaps by burning atium, helps with placing spikes.{{wob ref|545}}
 
Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal a power or attribute, and then placed in another point on the recipient to tap into their Spiritweb. Most common attributes are stolen through the heart. If a spike is placed in the wrong location it can have unforeseen effects, such as killing the recipient, granting the wrong power, or possibly not granting any power at all.{{wob ref|12283}}{{wob ref|12292}}
 
There are other ways to use spikes than to place them in bind points.{{wob ref|3529}}
 
{| class=infobox width=100%
{{row|Bind Point|Spike Types|Hemalurgic Effect|Seen in|pre=!}}
{{row|The Back Between the Shoulder Blades|Spike type varies. It is also known as a linchpin spike.|Unknown; binds other spikes together to keep the receiver alive|Normal Inquisitors{{book ref|mb3|5}}}}
{{row|Heart|
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors{{book ref|mb3|5}}}}
#Bronze
#{{row|Between Ribs|Steel|Unconfirmed, likely Allomantic Pewter and Tin|Normal Inquisitors{{book ref|mb3|5}}}}
#Pewter
#{{row|Between Ribs|Bronze|Allomantic Brass, Zinc, Copper, and Bronze|Normal Inquisitors{{book ref|mb3|5}}}}
|
{{row|Between Ribs|Gold|Feruchemical Gold|Normal Inquisitors{{ref|text=The early editions of the books said Feruchemical healing was granted by pewter spikes{{epigraph ref|mb3|36}}, even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}} And the early editions didn't mention the health spike in The Hero of Ages chapter 5{{book ref|mb3|5}}. Later editions of the books changed that to a gold spike in both places.}}}}
#Allomantic Copper{{book ref|mb3|34}}
{{row|Chest{{book ref|mb1|Epilogue}}|Atium|Allomantic Atium|Normal Inquisitors{{book ref|mb1|34}}}}
#Feruchemical Steel|
{{row|Heart|Pewter|Feruchemical Steel|The Inquisitor at Vetitan{{book ref|mb3|5}}}}
#Penrod
#{{row|Heart|Bronze|Allomantic Copper|Penrod{{book ref|mb3|34}}}}
#The Inquisitor at Vetitan}}
{{row|Sternum|Steel|Allomantic Steel|Zane}}
{{row|Eyesocket|Steel|Unconfirmed, likely Allomantic Steel and Iron|Normal Inquisitors}}
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
{{row|Between Ribs|
#Steel
#Bronze
|
#Unconfirmed, likely Allomantic Pewter and Tin
#Allomantic Brass, Zinc, Copper, and Bronze|
#Normal Inquisitors
#Normal Inquisitors}}
{{row|Shoulders|
# Steel
# Iron, Tin, Zinc, & Copper
|
# Pewter Allomancy
# Kandra Blessings|
#Spook
#Kandra}}
{{row|Upper Arm|Bronze|Allomantic Bronze|Quellion}}
{{row|Shoulders|Steel|Allomantic Pewter|Spook}}
{{row|Between Shoulder Blades|Spike type varies. It is also known as a linchpin spike.|Unknown; binds other spikes together to keep the receiver alive|Normal Inquisitors}}
{{row|Shoulders|Iron, Tin, Zinc, & Copper|Kandra Blessings|Kandra (Note, however, that [[Kandra]] do not consistently have shoulders)}}
|}
 
== Side Effects of Hemalurgy ==
When an Allomancer can sense Allomantic pulses through a [[Copper|coppercloud]] (known as piercing a coppercloud), it is most usuallyoften due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a [[Bronze|Seeker]] has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.
 
Hemalurgy is a destructive art., Itthat twists the body into something almost inhuman (particularly if the spike stole an attribute which is neither Allomantic nor Feruchemical). This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains the physical deformation of the koloss.{{epigraph ref|mb3|41}} In the case of the Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eye-spikes. Extracting the spikes of an inquisitorInquisitor at such important places would invert the transformation, causing their death.{{book ref|mb1|38}} The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations.{{wob ref|11327}} Additionally, any children produced by someone with a large number of Hemalurgic spikes, such as an Inquisitor, are likely to encounter complications, although they will also have a higher chance of being an Allomancer.{{wob ref|4148}}
 
Hemalurgy was not specifically created by [[Ruin]] constructedbut Hemalurgyrather witharose afrom the interactions between Preservation, Ruin, and Scadrial itself.{{wob ref|5269}} This Metallic Art has an inherent flaw: each spike creates holes in the mind, making themindividuals who have received spikes easier to manipulate. Through powerful emotional Allomancy, one can Push or Pull on a spiked creature's emotions so hard that they literally come under the Allomancer's control.{{book ref|mb3|3}}{{epigraph ref|mb3|21}} Indeed, the spikes in the koloss were what allowed [[Rashek]] to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.{{book ref|mb2|54}} This damage to the soul also repulses [[Knights Radiant|Radiant]] [[spren]].{{wob ref|4961}}
 
Damage done to a persons spiritweb by Hemalurgy will have implications for said person during the transition period between physical death and passing into the Beyond. These effects are lessened after they pass to the Beyond.{{wob ref|7232}}
 
== Other Uses ==
 
If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
 
Allomancers cannot burn Hemalurgic spikes that have extracted powers from others, however, would be able to burn a spike used on themselves that was going to remove their own power.{{wob ref|4413}}
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
 
=== Forgery ===
It is possible to steal Investiture a [[Forger]] has given someone (e.g. if a Forger made someone an Allomancer, a Hemalurgist could steal that ability and become an Allomancer without needing the [[soulstamp]]).{{wob ref|1560}} It also may be possible to take off a chunk of the Dor in the cognitive realm and use a spike to attach it to a person's body do to the power being based on physical location.
 
=== Awakening ===
It is possible for a spike to be [[Awakening|Awakened]], but it would be more difficult than Awakening metal without a Hemalurgic charge.{{wob ref|1803}} It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|2863}} Hemalurgy can also be used to spike a [[Divine Breath]] from a [[Returned]].,{{wob ref|11389}} and the recipient would not need to consume a Breath a week.{{wob ref|14149}} It is unclear if normal Breaths can be stolen using Hemalurgy, since they are primarily in the Physical Realm and not attached to the soul.{{wob ref|5282}}
 
=== Surgebinding ===
It is possible to steal [[Surgebinding]], but it is more difficult compared to other Investitures due to the [[Nahel bond]].{{wob ref|779}} Since a [[spren]] still has autonomy over the bond,{{wob ref|12562}} they can break the bond and the Hemalurgist could immediately lose the power.{{wob ref|12931}} A Hemalurgist can also spike spren{{wob ref|4359}}{{wob ref|9493}} and spike the Nahel bond from the spren.{{wob ref|10366}} Doing so would have weird ramifications.{{wob ref|5188}} In order to effectively steal Surgebinding, the Hemalurgist would need to spike both the Surgebinder and the spren.{{wob ref|3347}}
 
=== Shardblades ===
It is possible to steal a dead [[Shardblade]], although Hemalurgic decay would lengthen the summoning time.{{wob ref|10696}}
 
=== Old Magic ===
 
== Notable Hemalurgists ==
{{for|:Category:Hemalurgists|a full list|here}}
{{columns|
*[[Marsh]]
*[[Kelsier]]
*[[Gemmel]]
*[[Spook]]
*[[Paalm]]
*[[Kar]]
*[[Miles Dagouter]]
*[[Vin]]
*[[Telsin Ladrian]]
*[[Edwarn Ladrian]]
*[[Bendal]]
}}
== Hemalurgy Studiers ==
{{for|:Category:Hemalurgists}}
{{columns|
*[[Marsh]]
*[[Spook]]
*[[Rashek]]
*[[Kelsier]]
*[[Paalm]]
*[[Telsin Ladrian]]
*[[Edwarn Ladrian]]
 
== Trivia ==
* People with Hemalurgy have been to Roshar and may have been seen on screen in the [[The Stormlight Archive]]. Who these people are is unknown.{{wob ref|8665}}
 
* The early editions of the books said Feruchemical healing was granted by pewter spikes{{epigraph ref|mb3|36}}, even though the hemalurgy table says pewter spikes only give Physical Feruchemical abilities.{{file ref|Hemalurgy_table.jpg|Table of Hemalurgic Metals}} And the early editions didn't mention the health spike in The Hero of Ages chapter 5{{book ref|mb3|5}}. Later editions of the books changed that to a gold spike in both places.
== Notes ==
<references />
{{Mistborn|metals}}
[[category: Hemalurgy| ]]
[[category: notable articles]]
[[category: list articles]]

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