Difference between revisions of "Hemalurgy"

Jump to navigation Jump to search
603 bytes added ,  7 years ago
no edit summary
m (→‎Notes: +cat list)
 
== 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 spiritual DNA (sDNA). This causes wear and tear on the Spiritweb, creating "holes" through which Ruin or a sufficiently powerful [[zinc|Rioter]] or [[brass|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 Realm|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.
 
Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.{{qa ref|689|28}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{qa ref|979|89}}{{tweet ref|695365263240212480}}
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
"''Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is '''always''' involved in the transfer of powers via Hemalurgy. Marsh once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough.''" {{book ref|mb3|13}}
 
{{quote
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}}
"''|Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is '''always''' involved in the transfer of powers via Hemalurgy. [[Marsh]] once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough.''" |Harmony{{book ref|mb3|13}}
}}
 
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]] createscreated an [[Inquisitor]], the spikes arewere 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}}
Coating a spike with blood can reduce the Hemalurgic decay significantly similar to having it placed inside a body. It is unknown how much blood is necessary to make that effect happen or, for how long blood will maintain this effect before needing to be renewed with a fresh batch.{{book ref|mb5|6}}
 
Coating a spike with blood can reduce the Hemalurgic decay significantly similar to having it placed inside a body. It is unknown how much blood is necessary to make that effect happen or, for how long blood will maintain this effect before needing to be renewed with a fresh batch.{{book ref|mb5|6}}
Hemalurgy can be used on animals.{{qa ref|727|64}}
 
Hemalurgy can be used anywhere in the [[Cosmere]]{{qa ref|691|27|Can Hemalurgy be used to steal magic attributes from any Shardworld?|date=may 2010}}, as long there is an intent to create a Hemalurgic spike. Hemalurgy can also steal attributes from other forms of Investiture.{{citeqa ref|977|120|Hemalurgy crosses magic systems|date=23 September 2012}} Hemalurgy can be used on animals.{{qa ref|727|64}}
 
== Hemalurgic Constructs ==
Four types of Hemalugic Construct are known on Scadrial
 
* [[Steel Inquisitor]] are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes give them enough Allomantic [[Iron]]/[[Steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, is required to hold their fraying spiritwebs together; removal results in death. An Inquisitor's tattoos signify the initial Allomantic ability they had as a human. The Steel Ministry prefers Seekers, [[bronze]] [[mistings]], as their natural ability stacks with Allomantic bronze given by the spikes and results in Seekers strong enough to pierce Copperclouds.
 
* [[Koloss]], are brutish monstrous beings, are created with four spikes, each charged with human strength. They lose their intelligence, but gain immense strength. They continue to grow until they die. After the [[Final Ascension]] Harmony changed them into a breeding race.{{qa ref|1097|8|Koloss reproduce naturally|date=6 December 2014}}
 
* [[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]]. It is possible for a [[Kandra]] to have sapience with only one spike.{{book ref|mb5|21}}
 
* Chimaeras -- an uncanonical name for them{{17s ref|post|340620}} -- arewere creatures created by [[Paalm]] to stall [[Waxillium Ladrian]] areand were created with a single spike, charged with an unknown attribute. They arewere quadrupedal, with long fingers. The joints at the elbows and knees bendbent the wrong way. Their eyes arewere pure black, and their faces arewere twisted from human features into features more resembling canines. Their skulls arewere thicker than those of normal humans. ThisThe spike iswas made from a [[Trellium|metal]] not known to Harmony.{{book ref|mb5|21}}{{qa ref|1160|43}}
 
The more spikes an entity has, the more their form and body can be changed.{{qa ref|675|22}}
The points which can be used for Hemalurgy are known as "Bind points" and there are between 200 and 300 in the human body which can be pierced depending on the effect needed.{{book ref|mb3|42}}
 
Another important aspect of Hemalurgy is spike location. The spike must be placed in certain locations on the human body in order to steal a power or attribute, and then placed in another point on the recipient to tap into their [[Spiritweb]]. Most commonly attributes are stolen through the heart. If a spike is placed in the wrong location it can have unforeseen effects, such as killing the recipient or possibly not granting any power at all.
 
Hemalurgy "doesn't really work on trees".{{cite}}
== Other Uses ==
=== Allomancy and Feruchemy ===
If an Allomancer attemptsattempted to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA willwould 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}}
 
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{qa ref|590|27}}
131

edits

Navigation menu