Difference between revisions of "Hemalurgy"

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== Use and Practice ==
 
Hemalurgy is the transfer of attributes, such as Allomancy, Feruchemy, or innate human strength via Spiritweb theft and splicing. 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 sDNA. This causes wear and tear on the Spiritweb, creating "holes" through which Ruin or a sufficiently powerful Rioter or Soother can whisper to or even control a Hemalurgical subject. Hemalurgy is named for a quirk in bind point placement: due to the interaction between the Spiritual and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute. Intent is important, but the way Hemalurgy interacts with the Cognitive Realm, if it does so at all, is unknown. Although creating a Hemalurgic charge requires physical injury, death is not a requirement to charge the spike.{{qa ref|689|28|A spike does require you to rip pieces of a soul from the victim, but that does not mean they must die.|date=10 January 2011}} This would leave the donor in a similar spiritual condition to a [[Drab]].{{qa ref|979|89|I remember reading you answer earlier that a person being used to charge a hemalurgic spike does not necessarily have to die. Would that victim be similar to a Drab from Warbreaker?|date=15 April 2013}}
 
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 creates an Inquisitor, the spikes are 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.{{qa ref|590|28|Hemalurgic power can be split among multiple spikes and reforged|date=10 January 2011}}
 
Hemalurgy can be used on animals.{{qa ref|727|64|Would Hemalurgy work on animals?|date=October 2008}}
 
== Hemalurgic Constructs ==
* [[Kandra]] are former [[Mistwraith]] given sapience by two spikes, both charged with the same human attribute. To the Kandra this is known as a [[Blessing]].
 
The more spikes an entity has, the more their form and body can be changed.{{qa ref|675|22|More spikes are capable of changing form and body more|date=15 December 2011}}
== Hemalurgic Properties of Metals ==
{{for|Metallic Arts|a table of all magical properties of the metals}}
 
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.
 
== Other Uses ==
=== Allomancy and Feruchemy ===
If an Allomancer attempts to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{qa ref|590|26|Burning a Hemalurgic spike would have the effect of splicing your spiritual DNA to that of the person's that is in the spike|date=10 January 2011}}
 
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{qa ref|590|27|Can you both Feruchemically charge and Hemalurgically invest in the same piece of metal?|date=10 January 2011}}
 
== Notes ==
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