Difference between revisions of "Hemalurgy"

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→‎Mechanics: Reword out-of-world reference
m (→‎Mechanics: Reword out-of-world reference)
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}}
 
Creating a Hemalurgic charge requires physical injury, butand generally results in the death isof notthe avictim.{{epigraph ref|mb3|13}} It may be possible, requirementhowever, to charge thea spike. without killing the target,{{wob ref|10048}} Thisin wouldwhich leavecase thethey would be donorleft 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}}