Difference between revisions of "Investiture"

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== Terminology ==
The term '''Investiture'''{{wob ref|1072}} has only seen in-world use in or by the [[Seventeenth Shard]], [[Scadrial|Scadrians]], [[Vasher]], [[Riino]], the [[Herald]]s, and [[spren]]. Most who refer to Investiture use terminology specific to the world in which they reside; Feruchemists refer to the process of Investing a [[Metalmind]] as 'charging', and [[Windrunner]]s refer to the process by which they create [[Lashing]]s as 'infusing'.{{wob ref|5528}} Most characters using this term understand more cogently that the [[cosmere]] encompasses worlds and systems of magic other than their own.
 
== The Nature of Investiture ==
Investiture transcends the three realms: Physical, Cognitive, and Spiritual that comprise most of the cosmere. In the Physical Realm, Investiture is known to exist in solid, (i.e. [[atium]] and [[lerasium]]), liquid ([[Perpendicularity|Shardpools]]), and gaseous material forms (Preservation's Mists, Stormlight, BioChromatic Breath). For some reason, all solid Investiture is metallic, the result of one of the laws governing the cosmere.{{wob ref|9291}} Most often these appear due to influence by a [[Shard]] holder, however some formations occur in a more natural way. Investiture works in a similar fashion to energy in that it follows its own laws of thermodynamics. It is not possible to destroy Investiture; it can only be redistributed.{{wob ref|1649}} Large amounts of investitureInvestiture concentrated in a specific location tend to pierce a hole in the three realms (Spiritual, Cognitive, and Physical) and create a Perpendicularity. Large amounts of Investiture can also create a time dilation.{{wob ref|13425}}
 
An interesting thing to note is that the color red has a tendency to manifest when a Shard is "co-opting or corrupting another Shard's magic".{{wob ref|8340}}{{book ref|sa3|117}} All Investiture creates some type of emotional reaction in users.{{wob ref|13392}}
 
== Accessing Investiture ==
== Intent of use ==
The intent of a user is very important to several magic systems, these magic systems require a mental component to function. Some, like Hemalurgy, simply require that someone intend to make a spike when they do it, and others, like Awakening, require complex images created in your mind with the spoken command to function. Hemalurgy has only one known Mental component and that is the user or [[Shard]] [[Ruin]] must be trying to do Hemalurgy (It's Ruin's intent when Spook temporarily gains the ability to burn pewter). This mental component if not present renders the spike to a normal metal spike and simply harms the victim. When present it controls what is stolen when used in conjunction to the correct binding point. Awakening is almost as much mental as spoken. If the visualizing of the command is not firm then the Awakened object can behave in a unknown manner or not at all. The more complex the command the more important that mental component is. In Surgebinding, the mental component has varying degrees of necessity depending on the [[Surge]] used. [[Lightweaving]] requires an extremely clear image in a user's mind to create an illusion with the appropriate appearance, but with [[Surge]]s like Gravitation the user does not have to have any idea of what they are doing; the Surge will do the same thing regardless. Some [[Surge]]s do require simply that the user wish it to happen. Often with [[Surgebinding]] this can be accomplished by instinctively pushing [[Stormlight]] into something.
 
== Healing ==
Many magic systems in the [[cosmere]] are able to heal a person from damage. This includes physical wounds{{book ref|mb6|14}} or sprains,{{book ref|sa3|10}} and can even heal fatal damage.{{book ref|mb6|17}}{{book ref|sa3|72}} Limbs and body parts can be regrown as well.{{book ref|sa2|87}} Healing can also be used to recover from poisoning,{{book ref|sa3|18}} sickness such as a cold or cancer,{{wob ref|1009}} chronic diseases, such as poor eyesight,{{wob ref|2833}}{{book ref|wor|89}} tiredness,{{book ref|mb4|15}} and even damage to the [[Spiritweb|soul]].{{book ref|sa3|37}} Constantly healing from wounds can leave the user invulnerable to pain.{{book ref|mb4|13}} Most forms of extreme healing don't care much about what is done to the physical body, as long as the person's spiritual template is in power at the time.{{wob ref|3535}} Some magic systems are better at healing than others.{{wob ref|6678}}
 
=== Healing the soul ===
When healing the soul, such as a missing piece cut off from a [[Shardblade]], a new patch of soul will be created.{{wob ref|126}}{{wob ref|983}} Healing wounds to the soul is much more [[Spiritual Realm]] based.{{wob ref|6435}} If a magic is strong enough to heal from pieces of a body, it will try to heal from the biggest piece.{{wob ref|4128}} If the body was perfectly cut in half, a random half would be chosen to heal from. Not every magic system is capable of healing soul wounds.{{wob ref|6435}} If the soul leaves the body and is then healed, the soul will not return and the physical body will be the only thing healed, leaving the person dead.{{wob ref|9623}}{{book ref|mb3|82}}{{book ref|mb3|epilogue}} If a soul is healed but not reattached properly, the person will leave a glowing afterimage when they move.{{book ref|sa3|90}}
 
=== Limitations ===
While a number of things can be healed, there are certain limitations. Disorders like depression that are a part of a person's personality will not be cured.{{wob ref|688}}{{wob ref|1914}} Electrical stimulation of muscles, such as being electrocuted, will not be healed as it's not doing any harm and it's how muscles normally work.{{wob ref|10870}} Aging and certain genetic diseases can also not be healed.{{wob ref|3885}}
 
Many, if not all, magical healing processes are stopped by [[aluminum]]. If aluminum is in the wound, it makes it impossible for wounds to heal around the aluminum until it is removed from the body.{{wob ref|6365}}
 
=== Perception of oneself ===
Healing works by using the three versions of the user's self; their Physical, Cognitive, and Spiritual version.{{wob ref|9441}} Healing typically heals the Physical version by matching it to their ideal Spiritual version, which is filtered through the lens of their minds (Cognitive version). Almost all forms of healing in the cosmere are filtered through the perception of the user.{{wob ref|7024}}{{wob ref|9623}} This applies to both internal and external forms of healing. When someone is healing someone else, both of their perceptions matter.{{wob ref|11998}} If a person hasn't accepted a wound as a part of themselves, they can still heal it regardless of how long they've had it.{{wob ref|12149}} However, even if a wound is recent, if the person has changed their mindset to see it as a part of themselves, they will not be able to heal from it.{{wob ref|6501}}{{book ref|sa3|i|13}} Perception can also have users change their body to match their [[Identity]], such as a transgender person changing their biological sex.{{wob ref|10913}} There are a few magic systems that are an exception to this rule.{{wob ref|5306}}
 
=== Types of known Investiture healing ===
 
==== Metallic Arts ====
 
;'''Feruchemical Gold''': In [[Feruchemy]], health is stored in [[gold]]. A goldmind can be tapped to heal at an accelerated rate, or to heal from wounds that would normally be fatal.{{book ref|mb4|part=ars}} It's hard to fill a goldmind, due to the fact that it requires the Bloodmaker to spend time sickly and weak. Gold does not heal diseases as efficiently as it heals wounds, but it can heal damage to the soul.{{book ref|mb5|5}}{{wob ref|983}} A gold [[Compounding|Compounder]] can use gold to have a nearly infinite supply of health. When Compounding, a Bloodmaker can heal very rapidly, and can survive flaying, decapitations, and point-blank explosions.{{book ref|aol|11}}{{book ref|aol|epilogue}} The recovery from injuries and wounds is almost instantaneous.{{book ref|mb4|13}}
 
;'''Allomantic Aluminum''': In [[Allomancy]], burning aluminum would be able to heal the withering inflicted by a [[Shade]].{{wob ref|6374}} If someone were able to burn the amount of aluminum needed to become an Allomantic savant with the metal, it may be possible to cleanse their spirit of unwanted effects of Investiture.{{wob ref|1247}}
 
;'''Allomantic Pewter''': In Allomancy, burning [[pewter]] grants the user the ability to heal from otherwise deadly wounds, and to recover much more quickly.{{book ref|mb1|15}}
 
==== The Dor ====
 
;'''AonDor''': In [[AonDor]], the [[Aon]] Ien is used as the basis for healing.{{book ref|Elantris|19}} To maximize its potential, [[Elantrian]]s use specialized modifiers that can target the part of the body that needs to be healed, as well as define how the healing should take place.{{book ref|Elantris|53}}
 
;'''Elantrians''': Elantrian are able to heal themselves quickly and survive fatal injuries, such as decapitation.{{wob ref|13084}} This ability doesn't function if the massive Aon Rao of [[Elantris (city)|Elantris]] is non-functional. [[Reod]] Elantrains' wounds will refuse to heal; nonetheless, a Reod Elantrian can only be killed by decapitation or burning, while remaining immune to hunger or most fatal wounds, as the [[Dor]] keeps their bodies functioning.{{annotation ref|Elantris|chapter=10|link=annotation-elantris-chapter-10}}
 
;'''Forgery''': A form of [[Forgery]] practiced by surgeons is called Resealing.{{wob ref|7759}} Resealing can effect miraculous healing, even allowing to survive otherwise fatal wounds, but it doesn't repair spiritual damage. Forgery can also be used to Forge a new soul.{{tes ref|2}}
 
==== Rosharan system ====
 
;'''Surgebinding''': With [[Stormlight]] as a fuel source, [[Surgebinder]]s are able to heal both their body and their soul. Almost any kind of injury can be reversed, including bad eyesight, scar tissues, or Spiritual damage done by a [[Shardblade]].{{book ref|sa2|33}}
 
;'''Progression Surge''': In Surgebinding, the Progression [[Surge]] can alter the growth and healing of organisms.{{book ref|sa2|part=ars}} Using Growth and Regrowth, the Surgebinder can heal the damage done to the body and the soul of other people near-instantly.{{book ref|sa3|10}}{{book ref|sa2|I|9}} Thanks to this, Surgebinders with Progression are nigh-on unkillable so long as they have Stormlight.{{book ref|sa3|120}}
 
;'''Surge Fabrial''': A Surge [[Fabrial]] is able to mimic the Radiant ability of Regrowth. Ancient [[Knights Radiant|Radiants]] possessed fabrials constructed from a large topaz and a heliodor that were able to "regrow" and repair injuries through manipulating the Surge of Progression.{{book ref|sa1|19}} In the present day, most of those fabrials, as well as the knowledge of how to make them, have been lost; however, the [[Herald]] [[Nale]] possesses one capable of bringing someone back from the brink of death.{{book ref|sa2|88}}
 
;'''Honorblade''': An [[Honorblade]] inherently grants the ability to Surgebind.{{wob ref|4685}}{{book ref|sa2|i|1}} This allows the user to heal with Stormlight, but doesn't let them heal from a soul wound.{{book ref|sa1|prologue}}
 
;'''Fused''': The [[Fused]] use [[Voidlight]] to heal themselves.{{book ref|sa3|79}} Precisely how they do that, and whether their ability has any similarity to Radiants', is uncertain.{{book ref|sa3|43}}{{book ref|sa3|i|13}}
 
==== Other ====
 
;'''Returned''': Each [[Returned]] is gifted a single, powerful [[Breath]] called a Divine Breath, a [[Splinter]] of [[Endowment]].{{wob ref|4486}} A Returned may give this Breath up to heal one person, albeit at the cost of their own life.{{book ref|wb|12}} This sacrifice can cure diseases, heal almost any wound, and regrow lost body parts.{{book ref|wb|12}} The Divine Breath is one of the most powerful healing abilities, perhaps ''the'' most powerful available to non-Shards.{{wob ref|9623}}
 
;'''Hoid''': [[Hoid]] has access to some sort of healing factor that is capable of repairing both his body and soul.{{wob ref|5606}} He's able to regenerate any damaged body parts at will, including his head. He's also able to repress his healing factor in some way, preventing instantaneous healing, an ability that he makes use of in some of his disguises.{{book ref|sa3|epilogue}} This healing factor makes it very difficult to kill Hoid, although he is still at least somewhat vulnerable.{{wob ref|4780}}{{book ref|sa3|epilogue}} The name of the manifestation of Investiture responsible for Hoid's healing is unknown, but it is ancient, likely originating from some Pre-[[Shattering]] source.{{wob ref|8498}} It is uncertain whether or not this healing factor is at all related to Hoid's apparent agelessness, which is known to originate from a remnant of a weapon built to kill [[Adonalsium]].{{wob ref|10439}}
 
;'''Shards''': [[Shard]]s are able to heal physical and spiritual wounds of other people.{{book ref|mb3|72}}{{wob ref|184}} They can also heal those who have very recently died, and can even heal irreversible damage, such as [[Savant|savantism]].{{wob ref|3763}}{{book ref|mb3|epilogue}}
 
== Bonds ==
'''The Nahel Bond''': This Bond is between a human and certain types of intelligent [[Spren]]. The [[Nahel Bond]] gives a human access to the system of magic known as [[Surgebinding]], while granting the spren the ability to maintain their cognition in the Physical Realm. There are ten known forms the [[Nahel Bond]] can take, each giving access to two different [[Surge]]s. See [[Surgebinding]] and [[Nahel Bond]] for more information.
 
'''ListenerSinger Bond''': The Listeners ([[Parshendisinger]])s can bond with a spren. Doing so grants the Listenersinger a Form (a specific physical and mental change). Not all spren grant a unique Form; most spren give the listenerssingers Dullform. Without a spren, [[Listener]]ssingers exist in what is known as Slaveform ([[Parshmen]]). [[Listener]]sSingers in Slaveform have very little mental capacity and are extremely docile. Dullform gives more free will and a small increase in mental capacity. Slaveform and Dullform are physically similar. [[Listener]]sSingers can become [[Surgebinder]]s, but Forms of power exist that grant them abnormal abilities. See [[Listenersinger]] for more information on the various Forms.
 
'''Shardblade''': [[Shardblade]]s are able to bond with people through the use of charged gemstones. The gem is placed in the hilt of the Blade and after a week of constant contact, the Blade is bonded and can be dismissed from and recalled to the [[Physical Realm]]. Once bonded the blade can be dismissed and recalled by syncing with the user's heart to the blade. Ten heartbeats are required. A person's iris will lighten during the bonding process. [[Surgebinding]] is not granted by this bond.
 
'''Void Bonds''': Nothing is known at this time about [[Voidbinding]].
 
'''Nergaoul''': [[Nergaoul]] is able to bond with a humans who embrace the Thrill.{{book ref|sa3|115}} This imbues them with bloodlust and the urge to fight above all else.{{book ref|sa1|28}} With the help of [[Odium]], he is able to fully control large groups of people through the bond.{{book ref|sa3|116}}
 
'''Yelig-nar''': [[Yelig-nar]] is able to bond with a human{{book ref|sa3|118}} or [[singer]], and grants his host the use of all ten Surges.{{epigraph ref|sa3|95}} The people he bonds with appear to remain fully in control of themselves,{{book ref|sa3|120}} but they must control Yelig-nar if they do not wish to be consumed by him.{{book ref|sa3|118}}
 
'''Lesser Spren Bonds''': Non-intelligent spren are able to form bonds with humans.{{wob ref|4783}} This Bond does not grant [[Surgebinding]].
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