Difference between revisions of "Hemalurgy"

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=== Hemalurgic Control ===
Due to the tear on the spiritweb creating "holes" in the recipient, they are left vulnerable to being manipulated by others. This includes [[Shard]]s or, a sufficiently powerful [[zinc|Rioter]] or [[brass|Soother]].,{{wob ref|2797}} Theor levela of control can range from whispers to full control.{{book ref[[duralumin|mb2|54}}{{wobConnector]] ref[[Compounding|4961}} The control is exerted in the form of mental pressure, which changes the way the mind thinks, tricking the creature into doing exactly what they wantCompounder]].{{wob ref|8050}} Those in control are able to sense where the creature is, and must concentrate for direct orders. Otherwise, they will follow general orders.{{book ref|mb3|15}} Multiple Hemalurgic creatures can be controlled at once.{{book ref|mb3|3710524}}
 
The level of control can range from whispers to full control.{{book ref|mb2|54}}{{wob ref|4961}} The control is exerted in the form of mental pressure, which changes the way the mind thinks, tricking the creature into doing exactly what they want.{{wob ref|8050}} Those in control are able to sense where the creature is, and must concentrate for direct orders. Otherwise, they will follow general orders.{{book ref|mb3|15}} Multiple Hemalurgic creatures can be controlled at once.{{book ref|mb3|37}}
 
The more spikes a creature has, the easier it is to take control.{{epigraph ref|mb3|67}} At least four spikes are needed before [[Harmony]] can take control of humans, but there are ways around this.{{book ref|mb7|25}} A kandra with one spike cannot be controlled by Ruin or Harmony.{{book ref|mb5|7}}
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