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|related=[[Shard]]s, [[Realmatic Theory]]
|universe=[[Cosmere]]
}}{{spoilers|sa3.5}}{{update|
'''Investiture''' is a "Cosmere aware" term describing the energy that infuses the [[cosmere]] and on which all [[cosmere]] magic systems are based.
== 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 '
== The Nature of Investiture ==
Investiture transcends the three realms: Physical, Cognitive, and Spiritual that comprise most of the cosmere. However, it is more Spiritual than anything.{{wob ref|5610}} 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. Some solid Investiture, like atium, breaks the general rules regarding how Invested objects interact with Investiture.{{wob ref|8929}} Investiture works in a similar fashion to energy in that it follows its own version of the laws of thermodynamics. It is not possible to destroy Investiture; it can only be redistributed.{{wob ref|1649}} There is at least four law that govern Investiture, with the fourth one relating to Adonalsium.{{wob ref|3544}} Large amounts of Investiture concentrated in a specific location tend to pierce a hole in the three realms (Spiritual, Cognitive, and Physical) and create a Perpendicularity. This effect is similar to the gravity generated by large amounts of matter.{{wob ref|8920}} Large amounts of Investiture can also create a time dilation.{{wob ref|13425}}{{wob ref|13453}}
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}}
Many methods of accessing Shardic power have been observed throughout the cosmere, but all share certain cardinal similarities; an established connection or ability to create a connection to a source of power and a way of directing that power. Methods of accessing Investiture can be broadly divided into two types: physical and mechanical; the source of the Investiture (end-positive, end-neutral, or end-negative) also plays a role in the way the power is accessed.
Several end-positive magics share the trait of requiring a Spiritual shift of some kind; Elantrians are more closely attuned to the Spiritual Realm (incidentally, this is why [[Hemalurgy]] gets more from them),{{wob ref|6218}} Allomancers, in Classical Scadrial, had to Snap to access power, and Surgebinders "plug" spren into themselves
While a key is generally used, [[Shard]]s can also choose to use their Investiture to power magic: [[Endowment]] breaks pieces off itself to resurrect the [[Returned]], and [[Preservation]] powers Vin's Allomancy with the Mists; some magics, such as [[BioChroma]] and [[Feruchemy]], deal with the use of power that already exists within a human (be that naturally or by Shardic intervention). Others lack an explicit key; instead of pulling power directly from a Shard, Surgebinders draw from the Investiture of highstorms, and direct it through their bond with their spren, similarly to [[fabrial]]s.
== 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
== Color ==
Color is an important part of the cosmere and its magics,{{wob ref|10444}}{{wob ref|11713}} and is relevant to every manifestation of Investiture.{{wob ref|9439}} Some magic systems are connected through how color works within them.{{wob ref|12285}}{{wob ref|12710}} Certain colors are linked to a change in Investiture, such as corrupted Investiture being red.{{wob ref|13074}} How color is viewed and therefore how it affects Investiture is mainly through people's perception of it.{{wob ref|14141}} Holding large amounts of Investiture for prolonged periods, such as with Breaths and Dawnshards, will give a person enhanced perception of colors.{{wob ref|14328}}
=== Shards ===
Every Shard is associate with certain colors.{{wob ref|13074}}{{wob ref|1210}} Their perpendicularities are also associate with their colors.{{wob ref|8910}}
;'''Cultivation''': Cultivation’s Investiture is typically associated with the color green.{{wob ref|13074}}
;'''Devotion''': Devotion’s Investiture might be associated with sapphire colors.{{book ref|elantris|25}}{{wob ref|8910}}
;'''Honor''': Honor’s Investiture is typically associated with the color blue-white.{{wob ref|13074}}
;'''Odium''': Odium’s Investiture is typically associated with “burning” gold or violet-black colors,{{book ref|sa3|57}} though it is also often red, the color that signifies corrupted Investiture.{{wob ref|13074}}
;'''Preservation''': Preservation’s Investiture is typically associated with the color white.{{wob ref|3031}}{{wob ref|13074}}
;'''Ruin''': Ruin’s Investiture is typically associated with the color black.{{wob ref|3031}}{{wob ref|13074}}
=== Color in Investiture ===
==== Nalthis ====
;'''Awakening''': Awakening an object has a cost of draining the color of nearby objects. Color appears to act as a fuel for Awakening. Objects drained of their color usually turn grey, although an Awakener who achieved [[Heightening#Tenth_Heightening|Perfect Invocation]] could drain objects more fully, turning them white.{{book ref|wb|57}} Colors outside the visible spectrum, like ultraviolet, can be used as fuel for Awakening.{{wob ref|9552}}
;'''Heightening''': The Third Heightening grants Perfect Color Recognition, the ability to instantly and instinctively determine exact shades of colors and their hue harmonics.{{book ref|wb|3}} The Tenth Heightening grants Color Distortion, the natural and intrinsic ability to bend light around white objects within their BioChroma, creating colors from them as if from a prism.{{book ref|wb|15}} The Tenth Heightening also grants Perfect Invocation, the ability to draw more color from the objects Awakeners use to fuel their art. This leaves objects drained to white, rather than grey.{{book ref|wb|58}}
;'''Royal Locks''': Members of the Royal House can change their hair color. Normally the color of the Royal Locks reflects the person's emotional state by default but this can be controlled through training and discipline.{{book ref|wb|2}} They can also change their hair color to unnatural colors.{{wob ref|12651}} Which particular color that will match up with which particular emotion is based on associations that people in the culture give them and the user's own perspective.{{wob ref|13043}}
==== Rosharan system ====
;'''Knights Radiant''': Each Knights Radiant Order is associated with a color. When a Surgebinder summons their Shardblade, their eyes will change to match their Order's color.{{wob ref|6848}}{{wob ref|8628}}
;'''Soulcasting''': When Soulcasting, both Surgebinders and fabrial users are limited by the types of gems available to them.{{wob ref|2784}} While the chemical composition of the gemstone is important, its color is paramount, with every color of a polestone corresponding to one of the [[Ten Essences]].{{book ref|sa3|part=ars}} Some polestones are the same type of crystal but with different color and chemical signatures, such as sapphires and rubies both being types of corundum. Much like how [[iron]] and [[steel]], despite being very similar chemically, are different metals in the Metallic Arts, the exact color and chemical signatures are enough to differentiate the polestones. As a result, an off-color polestone acts much like an impure alloy in Allomancy.{{wob ref|4080}} If a polestone was drained of its color by an Awakener, it would still hold Stormlight but would have the properties of a dusty or cloudy quartz.{{wob ref|3203}}{{wob ref|295}} If a spren was trapped inside, the would be released.{{wob ref|292}} Although the type of polestone Stormlight is stored in is irrelevant for most [[Surgebinding]], polestones do have an important impact on Soulcasting. Namely, they determine what kind of substances a Soulcaster can transmute objects into.{{wob ref|2784}}
'''Fabrials''': The color of a gemstone determines its flavor to a spren, and can be used to attract certain types of spren. {{cite}}
==== Other ====
;'''Metallic Arts''': Color is involved with the Metallic Arts in some unknown way.{{wob ref|9439}}
;'''AonDor''': When combined with different colors, AonDor has interesting combinations.{{wob ref|11772}}
;'''Dawnshards''': The Investiture of each [[Dawnshard]] grants Heightening-like abilities,{{wob ref|14339}} allowing a person to see colors more vividly than before.{{book ref|sa3.5|Epilogue}}
== Healing ==
=== 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
=== Limitations ===
=== 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
=== Types of known Investiture healing ===
'''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 died, within a short amount of time.{{wob ref|3763}} They can even heal irreversible damage, such as [[Savant|savantism]].{{book ref|mb3|epilogue}}▼
==== Metallic Arts ====
'''Feruchemical Gold''': In [[Feruchemy]], heath is stored in [[gold]]. A goldmind can be tapped to both heal at an accelerated rate or to heal from wounds that would normally be fatal.{{book ref|mb4|part=ars}} It is 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.{{book ref|mb5|5}} Damage to the soul can be healed by Bloodmakers.{{wob ref|983}} A gold [[Compounding|Compounder]] would be able to 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 instantaneously.{{book ref|mb4|13}}▼
▲;'''Feruchemical Gold''': In [[Feruchemy]],
;'''Allomantic
;'''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}}
'''AonDor''': In [[AonDor]], the [[Aon]] Ien is used as the basis for healing.{{book ref|Elantris|19}} To maximize its potential, [[Elantrian]]s require the use of specialized modifiers that can target the part of the body that needed to be healed as well as how the healing should take place.{{book ref|Elantris|53}}▼
==== The Dor ====
'''Elantrians''': Elantrian are able to heal quickly and survive fatal injuries, such as decapitation.{{wob ref|13084}} This ability can be blocked with the dysfunction of the massive Aon Rao of [[Elantris (city)|Elantris]] city. During this process, Reod Elantrains wounds will refuse to heal.{{annotation ref|Elantris|chapter=10|link=annotation-elantris-chapter-10}} Although unable to heal, a Reod Elantrian can only be killed by decapitation or burning, while hunger or most fatal wounds will fail to kill them since the [[Dor]] will keep their bodies functioning.▼
▲;'''AonDor''': In [[AonDor]], the [[Aon]] Ien is used as the basis for healing.{{book ref|Elantris|19}} To maximize its potential, [[Elantrian]]s
'''Forgery''': A form of [[Forgery]] practiced by surgeons is called Resealing.{{wob ref|7759}} Resealing can effect miraculous healing, even allowing Emperor [[Ashravan]] to survive a crossbow bolt to the head, but it doesn't repair spiritual damage, only physical wounds.{{tes ref|2}} It is suspected to work in a similar fashion to the Aon Ien.{{cite}} Forgery can also be used to Forge a new soul.{{tes ref|2}} ▼
▲;'''Elantrians''': Elantrian are able to heal themselves quickly and survive fatal injuries, such as decapitation.{{wob ref|13084}} This ability
'''Surgebinding''': With [[Stormlight]] as a fuel source, [[Surgebinder]]s are able to heal both body and soul wounds. Almost any kind of injury can be healed, including bad eyesight, scar tissues, or Spiritual damage done by a Shardblade.{{book ref|sa2|33}}▼
▲;'''Forgery''': A form of [[Forgery]] practiced by surgeons is called Resealing.{{wob ref|7759}} Resealing can effect miraculous healing, even allowing
'''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 heals the damage done to the body and the soul of other people instantly.{{book ref|sa3|10}}{{book ref|sa2|I|9}} Because of this, Progression can be considered to be much more effective than normal Stormlight healing.▼
==== Rosharan system ====
'''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 heliodor that were able to "regrow" and repair injuries through manipulating the Surge of Progression.{{book ref|sa1|19}} In the present day, they have been lost; however, the [[Herald]] [[Nale]] possesses one capable of bringing someone back from the brink of death.{{book ref|sa2|88}}▼
▲;'''Surgebinding''': With [[Stormlight]] as a fuel source, [[Surgebinder]]s are able to heal both their body and
'''Honorblade''': An [[Honorblade]] inherently grants the ability to Surgebind.{{wob ref|4685}}{{book ref|sa2|i|1}} This will allow the user to heal with Stormlight, but will not let them heal from a soul wound.{{book ref|sa1|prologue}}▼
▲;'''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
'''Fused''': The [[Fused]] use [[Voidlight]] to heal themselves.{{book ref|sa3|79}} Voidlight does not provide the same healing abilities as Stormlight, however, it appears other healing methods may be accessible to those using Voidlight.{{book ref|sa3|43}}{{book ref|sa3|i|13}}▼
▲;'''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,
'''Returned''': Each [[Returned]] is gifted with a single, powerful [[Breath]] called a divine Breath. This divine Breath is a [[Splinter]] of [[Endowment]].{{wob ref|4486}} A Returned may give this Breath in an act of self-sacrifice to heal one person.{{book ref|wb|12}} The healing ability can cure diseases, heal almost any wound, and regrow lost body parts.{{book ref|wb|12}} Compared to other forms of healing in the cosmere, a Return's is a supercharged version of healing.{{wob ref|9623}}▼
▲;'''Honorblade''': An [[Honorblade]] inherently grants the ability to Surgebind.{{wob ref|4685}}{{book ref|sa2|i|1}} This
'''Hoid''': [[Hoid]] has access to some sort of healing factor that is capable of repairing both the body and the soul.{{wob ref|5606}} He is able to regenerate any damaged body parts at will, including his head. Hoid is 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,{{wob ref|4780}} although he is still at least somewhat vulnerable.{{book ref|sa3|epilogue}} The name of the manifestation of Investiture responsible for Hoid's healing is unknown, but it is ancient,{{wob ref|8498}} likely originating from some Pre-[[Shattering]] source. 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}}▼
▲;'''Fused''': The [[Fused]] use [[Voidlight]] to heal themselves.{{book ref|sa3|79}}
==== Other ====
▲;'''Returned''': Each [[Returned]] is gifted
▲;'''Hoid''': [[Hoid]] has access to some sort of healing factor that is capable of repairing both
▲;'''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,
== Bonds ==
Bonds are connections between entities in the [[Cosmere]] that exist outside the [[Physical Realm]]. All bonds are basically the same, with the powers and functions depending on the holders of the bond.{{wob ref|3488}} [[Shardworld]]s can also have an effect on what the bond does. Bonds are typically formed between entities with greater-than-normal [[Investiture]] (
=== Types of known Bonding Entities ===
'''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.
'''Singer Bond''': The [[singer]]s
'''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.
'''Lesser Spren Bonds''': Non-intelligent spren are able to form bonds with humans.{{wob ref|4783}} This Bond does not grant [[Surgebinding]].
'''Other Spren Bonds''': Certain spren bond with animals native to Roshar, enhancing those animals and granting them abilities. Animals that are confirmed to have these bonds are
'''Honorblades''': Honorblades grant surgebinding
==== Sel Bonds ====
==== Nalthis Bonds ====
'''Sentient Awakened Entities in an Inorganic Host''': Also known as Type IV BioChromatic Entities. The only known
==== Scadrial Bonds ====
Of note is that by using [[Hemalurgy]], bonds may be stolen and given to a new person.{{wob ref|6876}}{{wob ref|1153}}
=== The Known effect of Bonds while on other Shardworlds ===
Bonds on some Shardworlds provide the Holders of the Bonds with additional powers.{{wob ref|3488}}
==== Roshar ====
It has been confirmed that
== Categories of Investiture ==
In the ''[[Alloy of Law]]'' Ars Arcanum, the [[Khriss|author]] categorizes the three [[Metallic Arts]].{{book ref|
=== End-positive Investiture ===
When practicing an end-positive Investiture, the practitioner draws in power from an external source.{{book ref|
Allomancy draws Investiture from [[Preservation]] in a similar way to [[AonDor]] pulling power from the [[Dor]]; both are considered End-Positive since they add power to the Allomancer or Elantrian. Allomantic [[Atium]] draws power from [[Ruin]]'s concentrated Physical form, but is still considered End-Positive as the power comes from an outside source. [[Stormlight]] acts as an external source to the [[Surge]]s, so the system is also end-positive.
=== End-neutral Investiture ===
For an act of Investiture to be considered end-neutral, power is neither gained nor lost{{book ref|
[[Feruchemy]] is end-neutral, since the amount of Investiture remains constant. Awakening is also considered end-neutral, even though color is lost.{{wob ref|6738}}
=== End-negative Investiture ===
In the practice of an end-negative Investiture, some power is lost.{{book ref|
[[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.
* [[Shardplate]] and [[Shardblade]]s, as well as the [[Honorblade]]s
Invested objects are harder to affect with any magic system, the more Investiture the more difficult to affect.{{wob ref|4207}}{{wob ref|4074}} Once an object has been Invested it is very hard to Invest it with a different kind of Investiture as well.{{wob ref|10416}} Sometimes when an object in one of the Realms has a large amount of Investiture it can gain sentience (see, for example, [[spren]] and
== Investiture of Natural Phenomena ==
It is possible for a natural force to become Invested. On [[Roshar]], [[Zahel]] states that the [[highstorm]]s are Invested.{{book
== Manifestations of Investiture ==
|-
| [[Lightweaving]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel]]
|-
| [[Aether]] || ''Unknown'' || ''Unknown'' || ''Unknown''
|}
{{cosmere}}
[[category: magic]]
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