Difference between revisions of "Hemalurgy"

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{{quote
| Hemalurgy is a power about which I wish I knew far less.
| The [[Hero of Ages]]{{epigraph ref|mb3|35}}
}}
 
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.{{wob ref|10048}} This would leave the donor in a similar spiritual condition to a [[Drab]], but in a worse condition.{{wob ref|4084}}{{tweetwob ref|69536526324021248012097}}
However, this is contradicted by a quote from [[Harmony]], in ''The Hero of Ages'':
 
 
{{quote
| 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 [[coppermind]]s, or best able to manipulate his weight with iron.
<br>
The art that is unique to Hemalurgy, however, is the knowledge of where to place the spikes.
| The [[Hero of Ages]]{{epigraph ref|mb3|43}}
}}
 
 
== Notes ==
<references />
 
{{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}}
 
</references>
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