Difference between revisions of "Hemalurgy"

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'''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'''.{{annotation ref|mb3|chapter=79}}.
 
== 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]].{{wob ref|3088}} 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[[Shard]]s 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|1528}}
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}}
 
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}}
 
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}}
 
For some reason, Hemalurgic spikes don't cause infections.{{wob ref|8273}}
* [[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.{{citebook 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}}
 
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.{{citebook ref|mb5|21}}
 
== Hemalurgic Properties of Metals ==
 
== Side Effects of Hemalurgy ==
When an Allomancer can sense Allomantic pulses through a [[Copper|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 [[Bronze|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 histheir death.{{book ref|mb1|38}} The more spikes a person has, the higher the chance that there could be issues of mental or physical limitations.{{wob ref|11327}}
 
[[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 the Lord Ruler[[Rashek]] to control them. Kandra also can be controlled in this way, but as Allomancers decreased in power, this knowledge was forgotten.
 
== Other Uses ==
 
=== Elantrians ===
More could be taken from an [[Elantrian]] than most other beings.{{17s ref|post|336723}}
 
=== 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}}
 
=== Old Magic ===
It is possible to remove a boon and curse granted to someone else byfrom the [[NightwatcherOld Magic]]. It is also possible, though much more difficult, to separate the blessingboon and curse.{{wob ref|10445}}
 
=== Singers ===