Difference between revisions of "Hemalurgy"

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{{magic system
|systemimage=Hemalurgy table.jpg
|world=Scadrial
|related=[[Ruin]]
|focus=Metal
|prereq=None
|type=End-Negative
|world=Scadrial
|books=[[Mistborn trilogy]]
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]]
}}
{{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'''.{{wob ref|8050}}
{{quote|Hemalurgy is a power about which I wish I knew far less.|The [[Hero of Ages]]{{ref|b|mb3|e|35}}}}
 
== Mechanics ==
'''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]]. It is the least understood of the three Arts.
Hemalurgy is the transfer of attributes, such as [[Allomancy]], [[Feruchemy]], or innate human strength via [[Spiritweb]] theft and splicing. Hemalurgy can transfer almost any type of [[Investiture]].{{wob ref|3088}} In the [[Physical Realm]], a metallic spike is inserted into a bind point, such as the heart, in order to Hemalurgically charge it. The spike, now containing a fragment of stolen Spiritweb, is then ripped out and embedded in the recipient, stapling the ability directly into their spiritual DNA (sDNA).{{wob ref|5552}} This causes wear and tear on the Spiritweb, creating "holes" through which [[Shard]]s or a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]] can whisper to or even control a Hemalurgical subject.{{book ref|mb2|54}}{{wob ref|4961}}
 
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.
== Lore & Background ==
Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the [[Final Empire]]. At its core, it involves stealing powers from one person and giving them to another. In order to do so, a metal spike must be stabbed through one person's body and then placed in the recipient's body. The placement of the spike determines which of the contributor's attributes are taken. As such Hemalurgy is the most complex of the Metallic Arts, and the [[Steel Ministry]] has experimented for centuries with little success at finding new ways to apply it. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen invariably dies.
 
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 be pulled to the [[Beyond]] faster. Likewise, if a recipient dies, they will take longer to leave, since they are more Invested.{{wob ref|1528}}
After the spike pierces through the initial person and is Hemalurgically charged, the '''Law of Hemalurgic Decay''' states that the spike loses some of its potency.{{ref|b|mb3|e|36}} The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little time as possible.
 
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}}
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
 
{{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}}
}}
 
After the spike pierces through the initial person and is Hemalurgically charged, the '''Law of Hemalurgic Decay''' states that the spike loses some of its potency.{{epigraph ref|mb3|36}} The longer a spike is outside a body, the weaker it becomes. Thus, when the [[Steel Ministry]] created an [[Inquisitor]], the spikes were outside of a person for as little time as possible. Additionally, spikes which are physically broken into several pieces will split the charge into the broken pieces, and more Hemalurgic power will be lost when spikes are split.{{wob ref|4618}}
 
Coating a spike with blood can reduce the Hemalurgic decay significantly. It is unknown how much blood is necessary to make that effect happen,{{book ref|mb5|6}} however, the blood does not need to be fresh, nor separated from a body, with cuts of meat, large enough to contain the spike, also sufficing to reducing decay. This works by 'tricking' the spike into believing that it is buried in a body.{{wob ref|14902}} It is possible that encasing spikes in [[aluminum]] may prevent decay.{{wob ref|5060}} Even outside of blood, a spike will never completely lose its charge.{{wob ref|9534}}
 
It is not possible for multiple attributes to be stolen from the same person.{{wob ref|9463}} There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.{{wob ref|11327}}
 
Hemalurgy can be used anywhere in the [[Cosmere]],{{wob ref|12018}}{{wob ref|5537}} as long as there is an Intent to create a Hemalurgic spike,{{wob ref|6312}} and it has indeed shown up at least once on a different [[Shardworld]], though in a subtle way.{{wob ref|1716}} Hemalurgy can also steal attributes from other forms of Investiture.{{wob ref|1190}} Hemalurgy can be used on animals,{{wob ref|6095}} however it can't be used on plants.{{wob ref|8173}}
 
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
 
== Hemalurgic Constructs ==
[[File:{{image|Koloss.jpg|width=200px|thumb|side=right|ATwo koloss, one of the three types of Hemalurgic constructs]]}}
Any Hemalurgy warps the Spiritweb, but physical change is required for a subject to be classified as a Hemalurgic Construct.
* [[Steel Inquisitor]]s are created with nine to eleven spikes, which are charged with various Allomantic or Feruchemical powers.
Four types of Hemalugic Construct are known on Scadrial:
* [[Koloss]] are created with four spikes, each charged with human strength. By twisting the power of creation and putting it into a human, the target is extremely warped, turning them into this strange koloss. No one can be blamed for not knowing koloss came from humans, given that they appear so alien.
 
* [[Kandra]] are created with two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]].
* [[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}}
 
* [[Kandra]] are former [[Mistwraith]]s given sapience by two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]]. It is possible for a [[Kandra]] to have sapience with only one spike, although their behavior will be more erratic as a result.{{book ref|mb5|21}}
 
* [[Hemalurgic chimera|Chimeras]] are former humans, and are created with a single spike of an [[Trellium|unknown metal]], charged with an unknown attribute.{{book ref|mb5|21}} Their single spike makes them invulnerable to [[Harmony]]'s control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.{{wob ref|6303}}{{book ref|mb5|21}}{{wob ref|6300}}
 
The more spikes an entity has, the more their form and body can be changed.{{wob ref|6895}} However, this isn't always the case, such as [[Hemalurgic chimera|chimeras]] are created with a single spike.{{book ref|mb5|21}}
 
== Hemalurgic Properties of Metals ==
{{for|Metallic Arts|a table of all magical properties of the metals}}
 
;[[Iron]]: Steals human strength
{{/table}}
;[[Steel]]: Steals Allomantic Physical Powers
;[[Tin]]: Steals human senses
;[[Pewter]]: Steals Feruchemical Physical powers
;[[Zinc]]: Steals human emotional stability and fortitude
;[[Brass]]: Steals Feruchemical Mental powers
;[[Copper]]: Steals intelligence and memory{{ref|b|mbag|c|10}}
;[[Bronze]]: Steals Allomantic Mental powers
;[[Aluminum]]: Steals Allomantic Enhancement powers
;[[Duralumin]]: Steals Feruchemical Spiritual powers
;[[Gold]]: Steals Feruchemical Hybrid powers
;[[Atium]]: Steals any attribute, whether it be Allomancy, Feruchemy, or human{{ref|?|428|82|Why does Atium steal temporal powers?}}
 
== Bind Points ==
{{theory}}
 
{{quote
{{quote|For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his copperminds, or best able to manipulate his weight with iron.<br><br>
| For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his [[coppermind]]s, or best able to manipulate his weight with iron.
<br>
The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.</br>
| The [[Hero of Ages]]{{epigraph ref|mb3|43}}
}}
 
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}}
The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.|The [[Hero of Ages]]{{ref|b|mb3|e|43}}}}
 
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}}
 
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 commonly 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 or possibly not granting any power at all.
{| 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
{{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}}}}
{{row|Sternum|Steel|Allomantic Steel}}
{{row|EyesocketHeart|SteelBronze|Unconfirmed, likely Allomantic SteelCopper|Penrod{{book and Ironref|mb3|34}}}}
{{row|EarlobeSternum|BronzeSteel|Allomantic BronzeSteel|Zane}}
{{row|Earlobe|Bronze|Allomantic Bronze|Vin}}
{{row|Between Ribs|
{{row|Upper Arm|Bronze|Allomantic Bronze|Quellion}}
#Steel
{{row|Shoulders|Steel|Allomantic Pewter|Spook}}
#Bronze
{{row|Shoulders|Iron, Tin, Zinc, & Copper|Kandra Blessings|Kandra (Note, however, that [[Kandra]] do not consistently have shoulders)}}
|
#Unconfirmed, likely Allomantic Pewter and Tin
#Allomantic Brass, Zinc, Copper, and Bronze}}
{{row|Shoulders|
# Steel
# Iron, Tin, Zinc, & Copper
|
# Pewter Allomancy
# Kandra Blessings}}
{{row|Upper Arm|Bronze|Allomantic Bronze}}
{{row|Between Shoulder Blades|Spike type varies, it is also known as linchpin spike.|Unknown binds other spikes together to keep the receiver alive}}
|}
 
== 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 whythe kolossphysical lookdeformation soof strangethe koloss.{{epigraph ref|mb3|41}} In the case of the Inquisitors, it is known that their heart is onin a different place and their brain is shappedshaped around their eyes' eye-spikes. Extracting the spikes of an inquisitorInquisitor at such important places would invert the transformation, whichcausing meanstheir death.{{book ref|mb1|38}} The more spikes a person has, the deathhigher the chance that there could be issues of himmental 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]] but rather arose from 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 individuals 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}} The influence of Ruin and presumably emotional Allomancers can be reduced by aluminum.{{wob ref|14926}}
 
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 ==
=== Allomancy and Feruchemy ===
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
 
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}}
 
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{wob ref|4617}}
 
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{wob ref|872}} If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.{{wob ref|872}}
 
=== Elantrians ===
More could be taken from an [[Elantrian]] than most other beings.{{wob ref|6218}} Reod Elantrians can also be spiked. Two spikes would be required to steal an Elantrian's powers, with one spike stealing the powers and the other spike stealing the Elantrian's [[Connection]] to [[Sel]].{{wob ref|1361}}
 
=== 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}}
 
=== 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 ===
It is possible to remove a boon and curse granted to someone else from the [[Old Magic]]. It is also possible, though much more difficult, to separate the boon and curse.{{wob ref|10445}}
 
=== Singers ===
Hemalurgy can be used to replicate the transformation of a [[singer]]s Forms.{{wob ref|3471}} It can also be used to spike the ability to grow a [[gemheart]].{{wob ref|11387}}
 
=== Resonances and Savantism ===
Hemalurgically granted abilities will not create [[resonance]]s most of the time, though a person can still become a [[savant]] with them.{{wob ref|12024}} The extra abilities gained by a savant cannot be transferred through Hemalurgy.{{wob ref|6816}}
 
== Notable Hemalurgists ==
{{for|:Category:Hemalurgists|a full list|here}}
{{columns|
*[[Marsh]]
*[[Kelsier]]
*[[Spook]]
*[[Paalm]]
*[[Miles Dagouter]]
*[[Vin]]
*[[Zane Venture]]
*[[Telsin Ladrian]]
*[[Edwarn Ladrian]]
}}
 
== Trivia ==
Ruin constructed Hemalurgy with a flaw: each spike creates holes in the mind, making them easier to manipulate. Through powerful emotional Allomancy, one can Push on a spiked creature's emotions so hard that they literally come under the Allomancer's control. Indeed, the spikes in the koloss were what allowed the Lord Ruler to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.
* 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 />
{{partial}}
{{Mistborn|metals}}
[[Categorycategory:Magic Systems]][[Category:Hemalurgy| ]][[Category:Notable]]
[[category: list articles]]
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