Difference between revisions of "Hemalurgy"

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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.
 
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|date=2016-12-6|1528|Arcanum Unbounded Chicago signing}}
 
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}}
 
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 currently not though possible in-world for multiple attributes to be stolen from the same person.{{wob ref|date=2018-3-20|9463|General Signed Books 2018}}
 
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, and it has indeed shown up at least once on a different Shardworld, though in a subtle way.{{wob ref|date=2016-11-22|1716|Arcanum Unbounded release party}} 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}}