Difference between revisions of "Hemalurgy"

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Hemalurgy is the most mysterious of the Metallic Arts, creating some of the most exotic things in the [[Final Empire]]. At its core, it involves stealing powers from one person and giving them to another. In order to do this, a metal spike must be stabbed through one person's body and then placed in the second's. The placement of the spike determines what power charges the spike. As such Hemalurgy is the most complex of the Metallic Arts, and the [[Steel Ministry]] has experimented for centuries with little success at finding new places to stab Hemalurgic spikes and new spots to lay them in the target. Typically, the correct placement of a spike is a vital organ, so the person who had their power stolen invariably dies.
 
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. 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.
 
==Hemalurgic Constructs==

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