Difference between revisions of "Hemalurgy"

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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}} Harmony can theoretically influence off-planet Hemalurgists, but Shards on those planets and other forms of interference can muddy this.{{wob ref|16371}}
 
Hemalurgic creatures can fight the control with mental fortitude.{{book ref|mb3|8}}{{book ref|mb3|72}}{{wob ref|5441}}{{wob ref|5597}} They are easier to subdue when they are feeling strong emotions.{{epigraph ref|mb3|67}} [[Sliver]]s are more resistant to being controlled.{{wob ref|15356}} The control of Hemalurgic creatures can be stolen by others, particularly if they are stronger.{{book ref|mb3|65}} When stolen, those in control will feel a powerful ripping sensation.
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