Difference between revisions of "Hemalurgy"

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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.{{wob ref|1265}}{{wob ref|2801}} A spike can be charged if the Hemalurgist stabs the donor with the spike or if it is thrown at them, as long as there is [[Intention|Intent]] and it hits the right bind point.{{wob ref|12677}} Spike guns have also been invented for Hemalurgists to use. 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 leavebe pulled to the [[Beyond]] faster. Likewise, if a recipient dies, they will take longer to leave, since they are more investedInvested.{{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}}{{wob ref|12097}}