Difference between revisions of "Hemalurgy"

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Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and leave faster. Likewise, if a recipient dies, they will take longer to leave, since they are more invested.{{wob ref|1528}}
 
Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and leave faster. Likewise, if a recipient dies, they will take longer to leave, since they are more invested.{{wob ref|1528}}
   
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}}
+
Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.{{wob ref|10048}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{tweet ref|695365263240212480}}
 
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
 
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
   
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}}
 
}}
   
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]] created an [[Inquisitor]], the spikes were 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}}
+
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]] created an [[Inquisitor]], the spikes were 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.{{wob ref|4618}}
   
 
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}} It is possible that encasing spikes in [[aluminum]] may prevent decay.{{wob ref|5060}}
 
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}} It is possible that encasing spikes in [[aluminum]] may prevent decay.{{wob ref|5060}}
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It is currently thought not possible in-world for multiple attributes to be stolen from the same person.{{wob ref|9463}} There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.{{wob ref|11327}}
 
It is currently thought not possible in-world for multiple attributes to be stolen from the same person.{{wob ref|9463}} There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.{{wob ref|11327}}
   
Hemalurgy can be used anywhere in the [[Cosmere]],{{wob ref|12018}}{{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,{{wob ref|6312}} and it has indeed shown up at least once on a different [[Shardworld]], though in a subtle way.{{wob ref|1716}} Hemalurgy can also steal attributes from other forms of Investiture.{{qa ref|977|120|Hemalurgy crosses magic systems|date=23 September 2012}} Hemalurgy can be used on animals{{qa ref|727|64}}, however it can't be used on plants.{{url ref|url=http://faq.brandonsanderson.com/node/164|text=FAQ, Would Hemalurgy work on plants or animals?|date=N/A|site=[[Brandon]]'s website faq}}
+
Hemalurgy can be used anywhere in the [[Cosmere]],{{wob ref|12018}}{{wob ref|5537}} as long there is an Intent to create a Hemalurgic spike,{{wob ref|6312}} and it has indeed shown up at least once on a different [[Shardworld]], though in a subtle way.{{wob ref|1716}} Hemalurgy can also steal attributes from other forms of Investiture.{{wob ref|1190}} Hemalurgy can be used on animals,{{wob ref|6095}} however it can't be used on plants.{{wob ref|8173}}
   
 
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
 
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
Line 45: Line 45:
 
* [[Steel Inquisitor]]s are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic [[iron]] and [[steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, holds their fraying [[spiritweb]]s together; removal results in death. [[Seeker]]s are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce [[Coppercloud]]s.
 
* [[Steel Inquisitor]]s are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic [[iron]] and [[steel]] to "see" in lieu of eyes. A linchpin spike, placed in the lower back, holds their fraying [[spiritweb]]s together; removal results in death. [[Seeker]]s are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce [[Coppercloud]]s.
   
* [[Koloss]] are brutish monstrous beings, are created with four iron 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}}
+
* [[Koloss]] are brutish monstrous beings, are created with four iron 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.{{wob ref|1381}}
   
 
* [[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}}
 
* [[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}}
   
* [[Hemalurgic chimera|Chimeras]] are former humans, and are created with a single spike of an [[Trellium|unknown metal]], charged with an unknown attribute.{{book ref|mb5|21}} Their single spike makes them invulnerable to [[Harmony]]'s control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.{{17s ref|post|340620}}{{book ref|mb5|21}}{{qa ref|1160|43}}
+
* [[Hemalurgic chimera|Chimeras]] are former humans, and are created with a single spike of an [[Trellium|unknown metal]], charged with an unknown attribute.{{book ref|mb5|21}} Their single spike makes them invulnerable to [[Harmony]]'s control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.{{wob ref|6303}}{{book ref|mb5|21}}{{wob ref|6300}}
   
The more spikes an entity has, the more their form and body can be changed.{{qa ref|675|22}} However, this isn't always the case, such as [[Hemalurgic chimera|chimeras]] are created with a single spike.{{book ref|mb5|21}}
+
The more spikes an entity has, the more their form and body can be changed.{{wob ref|6895}} However, this isn't always the case, such as [[Hemalurgic chimera|chimeras]] are created with a single spike.{{book ref|mb5|21}}
   
 
== Hemalurgic Properties of Metals ==
 
== Hemalurgic Properties of Metals ==
Line 64: Line 64:
 
;[[Bronze]]: Steals Allomantic Mental powers
 
;[[Bronze]]: Steals Allomantic Mental powers
 
;[[Aluminum]]: Steals Allomantic Enhancement powers{{book ref|mb3|part=ars}}
 
;[[Aluminum]]: Steals Allomantic Enhancement powers{{book ref|mb3|part=ars}}
;[[Atium]]: Steals any attribute, whether it be Allomancy, Feruchemy, or human{{qa ref|428|82}}
+
;[[Atium]]: Steals any attribute, whether it be Allomancy, Feruchemy, or human{{wob ref|5971}}
 
;[[Trellium|Unknown metal]]: A metal capable of stealing many attributes including Allomancy and Feruchemy. It is able to grant a Kandra Allomantic and Feruchemical abilities.
 
;[[Trellium|Unknown metal]]: A metal capable of stealing many attributes including Allomancy and Feruchemy. It is able to grant a Kandra Allomantic and Feruchemical abilities.
   
Line 119: Line 119:
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
 
Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.{{wob ref|12073}}
   
If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would 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}}
+
If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
   
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
 
An atium spike granting Allomantic atium could be briefly burned by the recipient.{{wob ref|11493}}
   
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{qa ref|590|27}}
+
The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.{{wob ref|4617}}
   
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{reddit ref|fantasy|3va8fw|cxqvkrw}} If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.{{wob ref|872}}
+
When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.{{wob ref|872}} If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.{{wob ref|872}}
   
 
=== Elantrians ===
 
=== Elantrians ===
More could be taken from an [[Elantrian]] than most other beings.{{17s ref|post|336723}}
+
More could be taken from an [[Elantrian]] than most other beings.{{wob ref|6218}} Reod Elantrians can also be spiked. Two spikes would be required to steal an Elantrain's powers, with one spike stealing the powers and the other spike stealing the Elantrain's [[Connection]] to [[Sel]].{{wob ref|1361}}
   
 
=== Awakening ===
 
=== Awakening ===
It is possible for a spike to be [[Awakening|Awakened]], but it would be more difficult than Awakening metal without a Hemalurgic charge.{{17s ref|post|337201}} It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|2863}} Hemalurgy can also be used to spike a [[Divine Breath]] from a [[Returned]].{{wob ref|11389}}
+
It is possible for a spike to be [[Awakening|Awakened]], but it would be more difficult than Awakening metal without a Hemalurgic charge.{{wob ref|1803}} It is theoretically possible to spike a [[Lifeless]], if "there was enough of the soul left for the spike to take".{{wob ref|2863}} Hemalurgy can also be used to spike a [[Divine Breath]] from a [[Returned]].{{wob ref|11389}}
   
 
=== Old Magic ===
 
=== Old Magic ===
Line 160: Line 160:
 
== Notes ==
 
== Notes ==
 
<references>
 
<references>
 
{{17s ref|post|336723|text=Hemalurgic spikes would do very strange things to Elantrians.|date=Oct 8th, 2015}}
 
{{17s ref|post|337201|text=Can a hemalurgic spike be awakened, and if so would it be able to use its powers?|date=Oct 9th, 2015}}
 
{{17s ref|post|340620|text=The Hemalurgic constructs Wax and TenSoon fought don't have an official name. He's been thinking of them as Hemalurgic chimaeras.|date=Oct 13th 2015}}
 
 
{{qa ref|428|82|Why does Atium steal temporal powers?|date=Jul, 2009}}
 
{{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}}
 
{{qa ref|590|27|Can you both Feruchemically charge and Hemalurgically invest in the same piece of metal?|date=10 January 2011}}
 
{{qa ref|590|28|Hemalurgic power can be split among multiple spikes and reforged|date=10 January 2011}}
 
{{qa ref|675|22|More spikes are capable of changing form and body more|date=15 December 2011}}
 
{{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}}
 
{{qa ref|727|64|Would Hemalurgy work on animals?|date=October 2008}}
 
{{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}}
 
{{qa ref|1160|43|Paalm's spikes are made of a metal unknown to Harmony|date=Oct 12 2015}}
 
 
{{reddit ref|fantasy|3va8fw|cxqvkrw|text=If someone used Hemalurgy to take someone's Feruchemical abilities would they be able to use that person's personal metalminds?|date=Dec 8th, 2015}}
 
   
 
{{tweet ref|695365263240212480|It IS possible to spike someone without killing them. But they'd never be the same. It would be worse than being a drab.|date=Feb 4th, 2016}}
 
{{tweet ref|695365263240212480|It IS possible to spike someone without killing them. But they'd never be the same. It would be worse than being a drab.|date=Feb 4th, 2016}}

Revision as of 13:54, 28 November 2018

Hemalurgy
Related to Ruin
Prerequisites None
Type End-Negative
World of Origin Scadrial

Hemalurgy is a power about which I wish I knew far less.

Hemalurgy is one of the three prime manifestations of Investiture on Scadrial. The natives of that world consider it one of the three Metallic Arts. People who use Hemalurgic abilities are called Hemalurgists.Template:Annotation ref

Mechanics

Hemalurgy is the transfer of attributes, such as Allomancy, Feruchemy, or innate human strength via Spiritweb theft and splicing. Hemalurgy can transfer almost any type of Investiture.[2] 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 Shards 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.

Since Hemalurgy involves the transfer of Investiture from one person to another, if the donor is killed, they will enter the Cognitive Realm in a damaged state and leave faster. Likewise, if a recipient dies, they will take longer to leave, since they are more invested.[3]

Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.[4] This would leave the donor in a similar spiritual condition to a Drab, but in a worse condition.[5][6] 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.

— Harmony[7]

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.[8] The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry created an Inquisitor, the spikes were 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.[9]

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.[10] It is possible that encasing spikes in aluminum may prevent decay.[11]

It is currently thought not possible in-world for multiple attributes to be stolen from the same person.[12] There is a maximum number of spikes a person can have before causing issues of mental or physical limitations.[13]

Hemalurgy can be used anywhere in the Cosmere,[14][15] as long there is an Intent to create a Hemalurgic spike,[16] and it has indeed shown up at least once on a different Shardworld, though in a subtle way.[17] Hemalurgy can also steal attributes from other forms of Investiture.[18] Hemalurgy can be used on animals,[19] however it can't be used on plants.[20]

For some reason, Hemalurgic spikes don't cause infections.[21]

Hemalurgic Constructs

A koloss, one of the types of Hemalurgic constructs

Any Hemalurgy warps the Spiritweb, but physical change is required for a subject to be classified as a Hemalurgic Construct. Four types of Hemalugic Construct are known on Scadrial:

  • Steel Inquisitors are former humans with nine to eleven spikes, each charged with an Allomantic or Feruchemical power. Their characteristic eye-spikes grant them Allomantic iron and steel to "see" in lieu of eyes. A linchpin spike, placed in the lower back, holds their fraying spiritwebs together; removal results in death. Seekers are preferred candidates to become Inquisitors, due to their ability stacking with spikes granting Allomantic bronze, allowing Inquisitors to pierce Copperclouds.
  • Koloss are brutish monstrous beings, are created with four iron 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.[22]
  • 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.[23]
  • Chimeras are former humans, and are created with a single spike of an unknown metal, charged with an unknown attribute.[23] Their single spike makes them invulnerable to Harmony's control, which requires two. They are quadrupedal, and their features have been twisted in such a way that they now more closely resemble canines, in addition to having thicker skulls to resist modern firearms.[24][23][25]

The more spikes an entity has, the more their form and body can be changed.[26] However, this isn't always the case, such as chimeras are created with a single spike.[23]

Hemalurgic Properties of Metals

Iron
Steals human strength
Steel
Steals Allomantic Physical Powers
Tin
Steals human senses
Pewter
Steals Feruchemical Physical powers
Zinc
Steals human emotional stability and fortitude
Brass
Steals Feruchemical Mental powers
Copper
Steals intelligence and memory[27]
Bronze
Steals Allomantic Mental powers
Aluminum
Steals Allomantic Enhancement powers[28]
Atium
Steals any attribute, whether it be Allomancy, Feruchemy, or human[29]
Unknown metal
A metal capable of stealing many attributes including Allomancy and Feruchemy. It is able to grant a Kandra Allomantic and Feruchemical abilities.

Bind Points

This page or section deals with theories or speculation.
Please read carefully and note that this is not necessarily canonical.

For all that it disgusts me, I cannot help but be impressed by Hemalurgy as an art. In Allomancy and Feruchemy, skill and subtlety come through the application of one's powers. The best Allomancer might not be the most powerful, but instead the one who can best manipulate the Pushes and Pulls of metals. The best Feruchemist is the one who is most capable of sorting the information in his copperminds, or best able to manipulate his weight with iron.


The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.

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.[31]

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.

Bind Point Spike Types Hemalurgic Effect
Heart
  1. Bronze
  2. Pewter
  1. Allomantic Copper[32]
  2. Feruchemical Steel
Sternum Steel Allomantic Steel
Eyesocket Steel Unconfirmed, likely Allomantic Steel and Iron
Earlobe Bronze Allomantic Bronze
Between Ribs
  1. Steel
  2. Bronze
  1. Unconfirmed, likely Allomantic Pewter and Tin
  2. Allomantic Brass, Zinc, Copper, and Bronze
Shoulders
  1. Steel
  2. Iron, Tin, Zinc, & Copper
  1. Pewter Allomancy
  2. Kandra Blessings
Upper Arm Bronze Allomantic Bronze
Between Shoulder Blades Spike type varies. It is also known as a linchpin spike. Unknown; binds other spikes together to keep the receiver alive

Side Effects of Hemalurgy

When an Allomancer can sense Allomantic pulses through a coppercloud (known as piercing a coppercloud), it is most usually due to a Hemalurgic spike. It's simply a matter of Allomantic strength to pierce copperclouds, so if a Seeker has a spike charged with Allomantic bronze, that essentially makes them twice as powerful, allowing them to overpower a coppercloud.

Hemalurgy is a destructive art. It twists the body into something almost inhuman. This twisting is how Inquisitors survive with spikes through their eyes and other vital places, and explains the physical deformation of the Koloss. In the case of the Inquisitors, it is known that their heart is in a different place and their brain is shaped around their eyes' spikes. Extracting the spikes of an inquisitor at such important places would invert the transformation, causing their death.[33] The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations.[13]

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 or Pull 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 Rashek 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

Allomantic and Feruchemical abilities granted with Hemalurgy cannot be inherited.[34]

If an Allomancer attempted to burn a Hemalurgic spike, the Allomancer's spiritual DNA would be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.[35]

An atium spike granting Allomantic atium could be briefly burned by the recipient.[36]

The same piece of metal can be Hemalurgically and Feruchemically charged at the same time.[37]

When a Feruchemical ability is stolen, the spike's recipient is able to access any metalminds created by the donor.[38] If that spike was split into two pieces and given to two different people, they would both be able to access their donor's metalminds but not those made by the other person, due to the recipients' own identities "muddying" the metalminds' keying.[38]

Elantrians

More could be taken from an Elantrian than most other beings.[39] Reod Elantrians can also be spiked. Two spikes would be required to steal an Elantrain's powers, with one spike stealing the powers and the other spike stealing the Elantrain's Connection to Sel.[40]

Awakening

It is possible for a spike to be Awakened, but it would be more difficult than Awakening metal without a Hemalurgic charge.[41] It is theoretically possible to spike a Lifeless, if "there was enough of the soul left for the spike to take".[42] Hemalurgy can also be used to spike a Divine Breath from a Returned.[43]

Old Magic

It is possible to remove a boon and curse granted to someone else from the Old Magic. It is also possible, though much more difficult, to separate the boon and curse.[44]

Singers

Hemalurgy can be used to replicate the transformation of a singers Forms.[45] It can also be used to spike the ability to grow a gemheart.[46]

Resonances and Savantism

Hemalurgically granted abilities will not create resonances most of the time, though a person can still become a savant with them.[47] The extra abilities gained by a savant cannot be transferred through Hemalurgy.[48]

Known Hemalurgists

Notes

  1. The Hero of Ages chapter 35 epigraph#
  2. Firefight Seattle Public Library signing
    Arcanum - 2015-01-07#
  3. Arcanum Unbounded Chicago signing
    Arcanum - 2016-12-06#
  4. Alloy of Law release party
    Arcanum - 2011-11-07#
  5. /r/fantasy AMA 2013
    Arcanum - 2013-04-15#
  6. [1]
    — Twitter - {{{date}}}# Cite error: Invalid <ref> tag; name "tweet-695365263240212480" defined multiple times with different content
  7. The Hero of Ages chapter 13#
  8. The Hero of Ages chapter 36 epigraph#
  9. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  10. Shadows of Self chapter 6#
  11. Kraków signing
    Arcanum - 2017-03-21#
  12. General Signed Books 2018
    Arcanum - 2018-03-20#
  13. a b Skyward Pre-Release AMA
    Arcanum - 2018-10-22#
  14. Skyward Chicago signing
    Arcanum - 2018-11-16#
  15. Ancient 17S Q&A
    Arcanum - 2010-05-01#
  16. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  17. Arcanum Unbounded release party
    Arcanum - 2016-11-22#
  18. 17th Shard Forum Q&A
    Arcanum - 2012-09-26#
  19. Hero of Ages Q&A - Time Waster's Guide
    Arcanum - 2008-10-15#
  20. Oathbringer release party
    Arcanum - 2017-11-13#
  21. Oathbringer release party
    Arcanum - 2017-11-13#
  22. Orem signing 2014
    Arcanum - 2014-12-06#
  23. a b c d Shadows of Self chapter 21#
  24. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  25. Shadows of Self Chicago signing
    Arcanum - 2015-10-12#
  26. West Jordan signing
    Arcanum - 2011-12-15#
  27. Mistborn Adventure Game chapter 10#
  28. The Hero of Ages Ars Arcanum#
  29. Barnes and Noble Book Club Q&A
    Arcanum - 2009-07-08#
  30. The Hero of Ages chapter 43 epigraph#
  31. The Hero of Ages chapter 42#
  32. The Hero of Ages chapter 34#
  33. The Final Empire chapter 38#
  34. Skyward Houston signing
    Arcanum - 2018-11-19#
  35. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  36. Skyward Pre-Release AMA
    Arcanum - 2018-10-30#
  37. Tor.com Q&A with Brandon Sanderson
    Arcanum - 2011-01-10#
  38. a b Worldbuilders AMA
    Arcanum - 2015-12-07#
  39. Shadows of Self release party
    Arcanum - 2015-10-05#
  40. Orem signing 2014
    Arcanum - 2014-12-06#
  41. Arcanum Unbounded Seattle signing
    Arcanum - 2016-12-01#
  42. London signing
    Arcanum - 2014-08-04#
  43. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  44. Idaho Falls signing
    Arcanum - 2018-07-21#
  45. /r/books AMA 2015
    Arcanum - 2015-06-11#
  46. The Great American Read: Other Worlds with Brandon Sanderson
    Arcanum - 2018-10-25#
  47. Skyward Chicago signing
    Arcanum - 2018-11-16#
  48. Shadows of Self Lansing signing
    Arcanum - 2015-10-13#
This article is still missing information. Please help The Coppermind by expanding it.