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|related=[[Shard]]s, [[Realmatic Theory]]
|universe=[[Cosmere]]
}}{{spoilers|sa4}}{{update|book=sa3sa4}}
'''Investiture''' is a "Cosmere aware" term describing the energy that infuses the [[cosmere]] and on which all [[cosmere]] magic systems are based.
 
== Terminology ==
 
== 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 ([[Mist|Preservation's Mists]], Stormlight[[Light]], [[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 are at least four laws 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}}
 
=== Anti-Investiture ===
Physical matter is known to have a counterpart called antimatter - matter composed of antiparticles that share many properties with the particles of ordinary matter, but manifest some of them in an opposite way (e.g. a proton and an antiproton have the same mass, but opposite electric charges and magnetic moments). Raboniel describes this in terms of axi with opposite polarities.{{book ref|sa4|97}} A similar relationship exists between Investiture and anti-Investiture in the cosmere. When Investiture combines with its corresponding anti-Investiture, they are both annihilated, resulting in the release of a large amount of energy.{{book ref|sa4|97}} The reaction seems to be more violent when the two are brought together under pressure.{{book ref|sa4|97}}
 
The only known forms of anti-Investiture are [[anti-Stormlight]] and [[anti-Voidlight]]. It is unknown whether hybrid Lights and Shards outside of the Rosharan system have anti-Investitures of their own. [[Khriss]] states in the Ars Arcanum that, though long theorized, the anti-Lights are her first evidence of an anti-Investiture.{{book ref|sa4|part=ars}}
 
== Accessing Investiture ==
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. Once a conduit has been established, a key, such as an Aon, metal, or Command, is used to tell it how to act.
 
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 Mentalmental component and: that is the user or [[Shard]] [[Ruin]] must be trying to do Hemalurgy (It'sthis is [[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 towith the correct binding point. Awakening is almost as much mental as spoken. If the visualizing of the command is not firm, 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. [[Surgebinding#Illumination|Lightweaving]] requires an extremely clear image in a user's mind to create an illusion with the appropriate appearance, but with [[Surge]]sSurges 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]]sSurges do require simply that the user wish it to happen. Often with [[Surgebinding]] this can be accomplished by instinctively pushing [[Stormlight]] into something.
 
== 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 associated 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 family of Idris 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, they 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 ====
;'''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.,{{book ref|sa3|90}} though it is only visible to those who are highly Invested or connected to the [[Cognitive Realm]].{{wob ref|2563}}
 
=== 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 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]]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}}
 
Highly Invested individuals can shift their Spiritual self to more closely match their Cognitive self, making self-perception more important in the process. This allows for the healing of old wounds if the person doesn't view them as being part of themself, something that is impossible with less Invested individuals.{{wob ref|14448}}
 
=== 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|aolmb4|11}}{{book ref|aolmb4|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}}
;'''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''': ElantrianElantrians 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.{{wob ref|1942}}
 
;'''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 ====
==== 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 in the cosmere, 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 normally irreversible damage, such as [[Savant|savantism]].{{wob ref|3763}}{{book ref|mb3|epilogue}}
 
== 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]] (ie.eg. [[Spren]]) and other entities, allowing them to gain enhancements. It is unknown if a person with only innate [[Investiture]] is able to create a Bondbond.{{wob ref|6881}} Bonds are not limited to connections of entities with greater-than-normal [[Investiture]] to innately Invested entities; they can also be made between two entities with greater-than-normal [[Investiture]].{{wob ref|2862}}
 
=== Types of known Bonding Entities ===
=== Bonds By Shard World ===
==== Roshar Bonds ====
'''The Nahel Bond''': This Bond is between a human and certain types of intelligent [[Spren]]. The [[Nahel Bondbond]] 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 Bondbond]] can take, each giving access to two different [[Surge]]s. See [[Surgebinding]] and [[Nahel Bondbond]] for more information.
 
'''Singer Bond''': The [[singer]]s can bond with a spren. Doing so grants the singer a Formform (a specific physical and mental change). Not all spren grant a unique Formform; most spren give the singers Dullformdullform. Without a spren, singers exist in what is known as Slaveformslaveform ([[Parshmen]]). Singers in Slaveformslaveform have very little mental capacity and are extremely docile. Dullform gives more free will and a small increase in mental capacity. Slaveform and Dullformdullform are physically similar. Singers can become [[Surgebinder]]s, but Formsforms of power exist that grant them abnormal abilities. See [[singer]] for more information on the various Formsforms.
 
'''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 Bondbond 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 chasmfiends[[chasmfiend]]s, chulls, [[Ryshadium]],{{wob ref|2691}} and skyeels[[skyeel]]s.
 
'''Honorblades''': Honorblades grant surgebinding abilitesabilities to humans who touch them, but this requires dangerous levels of stormlight.{{wob ref|5822}}
 
==== Sel Bonds ====
'''Seons''': A [[seon]] can create bonds with humans and [[Elantrian]]s. Little is known of this bond other than that the [[seon]] follows and helps the person it is bonded to, functioning as a servant to the owner of the bond. This bond does not give the [[seon]] an innate ability to find the human to whom it is bonded. [[Seon]]s will automatically seek out a new person to bond with following the death of its master; often the new master has been prearranged. During the time of the [[Reod]], while the [[Shaod]] was unable to finish transforming a human into an [[Elantrian]], any [[seon]] bonded to a [[Elantrian]] lost its mind and would float around the city, often near their master.{{book ref|elantris|4}} This bond grants new unknown powers to the members of the bond while on [[Roshar]] and is very similar to a [[Nahel Bondbond]].{{wob ref|3035}}{{wob ref|6928}}
 
==== First of the Sun Bonds ====
'''Aviar''': [[Aviar]]s create a bond with a person and grant a specific power based of the type of Aviar bonded. Aviar are granted their ability if raised on one of the pantheon islands and consume a worm native to the island. See [[Aviar]] for more information. Has no known effect on Roshar.
 
'''Other Worm Infected Animals''' Other birds besides native island [[Aviar]] are able to eat the worms and create a bond with a new effect (i.e. Sak). It is unknown if eating the worms will grant new abilities to other non-bird animals.
 
==== Nalthis Bonds ====
'''Sentient Awakened Entities in an Inorganic Host''': Also known as Type IV BioChromatic Entities. The only known entityentities of this kind is [[Nightblood]] and Azure's Sword. [[Nightblood]] is a sentient sword made using 1000a thousand breathsBreaths and the commandCommand to destroy evil. It makes a bond with anyone with whom it wishes to communicate, and it is able to read and speak with minds directly.{{wob ref|6928}} Distance appears to be a factor, but this may be a limitation of the mind of [[Nightblood]] and not its ability. While idle, [[Nightblood]] reaches out to other people, tempting them to draw the blade. "Pure" people who cannot be tempted would feel great nausea, even induce vomiting. Anyone who is able to wield [[Nightblood]] and survive, bonds with the blade to a greater degree and is no longer repelled by or abnormally drawn to use it.{{wob ref|7404}} Those unable to control [[Nightblood]] are controlled by it, in effect [[Nightblood]] wields them killing everyone around and absorbing all of the [[Investiture]] from the victim including the spark of life (i.e. the soul). This bond may grant additional powers on Roshar.{{wob ref|6892}}
 
==== Scadrial Bonds ====
No Bondsbonds are known of on this Shardworld.
 
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 Bondsbonds with additional powers.{{wob ref|3488}}
 
==== Roshar ====
It has been confirmed that Bondsbonds other than the [[Nahel Bondbond]] will provide powers to the constituent entities of that Bondbond while on Roshar. What these powers are is unknown, and will not be of the ten [[Surge]]s. The seon bond is confirmed to do this, as the Nahel bond and the seon bond are very similar.{{wob ref|6928}}
 
== Categories of Investiture ==
In the ''[[Alloy of Law]]'' Ars Arcanum, the [[Khriss|author]] categorizes the three [[Metallic Arts]].{{book ref|aolmb4|part=ars}} Every type of Investiture can be classified along these categories.{{wob ref|1084}}
 
=== End-positive Investiture ===
When practicing an end-positive Investiture, the practitioner draws in power from an external source.{{book ref|aolmb4|part=ars}} The practitioner gains power from the external source. The Investiture is positive in that it adds -- in most cases temporarily -- power to the practitioner. Most types of Investiture are end-positive.{{wob ref|1084}}
 
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|aolmb4|part=ars}}. A practitioner manipulates power that already exists or power that comes from themselves.
 
[[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|aolmb4|part=ars}} End-negative Investiture is very rare.{{wob ref|1084}}
 
[[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.
 
== Investiture of Humans ==
All living creatures on some level have Investiture. This is called the Sparkspark of Lifelife. All sentient creatures have a slightly greater amount of Investiture than non-intelligent ones. The Sparkspark of Lifelife or soul of a person creates a kind of interference when working with other forms of Investiture. This interference is the reason that metal inside of a person's body is highly resistant to Allomantic steel or iron. To affect something like metal inside a person's body takes a much greater degree of Investiture than most humans are capable of wielding. This is of note because a human's soul does not count as a highly Invested object and a person is not even counted as being innately Invested if they only have the Sparkspark of Lifelife.{{wob ref|6881}}
 
Generally, humans are not considered to have '''Innateinnate Investiture'''. However, on some worlds, a Shard has Invested humans. For example, [[Preservation]] gave part of his power to make sentient humans with the ability to develop Allomancy. On [[Nalthis]], people are born with [[Breath]]. Both cases are known as '''Innateinnate Investiture'''.{{wob ref|1072}} For example, on [[Nalthis]] every person is born with a breath and has innate Investiture, but a person who has given up their breath is no longer innately Invested while still maintaining their Sparkspark of Lifelife.
 
Under specific conditions, some humans can become Invested with more power than others. In general, the closer the connection between a human and a Shard, the more powerful the human becomes. A normal human on Scadrial is less connected to [[Preservation]]'s Investiture than a [[Misting]], who is less connected than a [[Allomancer#Mistborn|Mistborn]], who is less connected than [[Allomancer|Mistborn]] who has consumed [[Lerasium]] (the direct Physical essence of [[Preservation]]), who is less connected than a person using a pool of liquid Investiture like the [[Well of Ascension]]. A human who is holding a [[Shard]] is basically pure Investiture and cannot really be considered human while holding a [[Shard]].
 
== 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 Whetherref|sa2|i|6}} this is the result of purposeful design by aThe [[ShardStormfather]], oralso thestates continuedthat maintainenceduring ofa another entity such as the [[Stormfather]]highstorm, has not been revealed. The [[StormfatherHonor]] also states that a central point of Honor’s’s power is locatedconcentrated in the highstorm.storm Itas isit alsomoves not clear whetheracross the storm is Invested in and of itselfland, ortemporarily ifjoining itall housesthree another form of Investiture[[Realms]].{{book ref|sa3|64}}
 
== Manifestations of Investiture ==
|-
| [[Sand mastery]] || [[Taldain]] || [[Autonomy]] || [[White Sand]]
|-
| [[Microkinesis]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel]]
|-
| [[Lightweaving]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel]]
|-
| [[Aether]] || ''Unknown'' || ''Unknown'' || ''Unknown''
|}
 
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