Difference between revisions of "Hemalurgy"

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(→‎Hemalurgic Properties of Metals: Corrected entry for Lerasium's effect.)
 
=== Law of Hemalurgic Decay ===
 
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.{{book ref|mb3|34}} Thus, when the [[Steel Ministry]] created an [[Inquisitor]], the spikes were driven directly through a victim into the bindpoint of the Inquisitor below to minimize the spike's time spent outside of a person.{{book ref|mb3|prologue}} 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}}
 
Despite the decay, a spike will never completely lose its charge.{{wob ref|9534}} As a spike loses its charge, the stolen soul will move on to the Beyond.{{wob ref|16198}}
 
==== Reduction of Hemalurgic Decay ====
 
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 reduce 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}}
 
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