Difference between revisions of "Investiture"

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{{Magic
{{theory}}
|related=[[Shard]]s, [[Realmatic Theory]]
'''Investiture''' describes the principle on which all of [[Brandon Sanderson]]'s magic systems in the [[Cosmere]] are based. It means that people or objects are Invested with magical power.
|universe=[[Cosmere]]
}}{{spoilers|sa4}}{{update|sa4}}
'''Investiture''' is a 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 'filling', 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.
An official definition of the term has not been given yet.
 
== The Nature of Investiture ==
Meanwhile, the term '''Investiture''' is a generalized term used by the [[Seventeenth Shard]] and [[spren]]. In the Cosmere, so far, they are the only ones with knowledge of the term '''Investiture'''. On the Cosmere worlds different terms are used to describe the application of magic, depending on its appearance. For example, the [[Feruchemist]]s of [[Scadrial]] -- who are able to invest [[metalmind]]s -- refer to the process as 'charging' the metalmind. A [[Surgebinder]] with access to the Three [[Lashing]]s refers to the Investiture as 'infusing' a person or an object.{{ref|?|619|18|Can we change charge to imbue?}}
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]], [[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}}
The term can be used as a verb or an adjective. The Feruchemist invests his metalmind, which then becomes an invested object. By [[Awakening]] a rope, the Awakener Invests the rope, which becomes an Invested object.
 
=== 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 mental component: that the user or [[Shard]] must be trying to do Hemalurgy (this 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 with 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 Surges 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 Surges 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}}
 
;'''Harmony''': Harmony’s Investiture is not typically associated with the colors of Preservation and Ruin.{{wob ref|14914}}
 
=== 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 ==
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}} though it is only visible to those who are highly Invested or connected to the [[Cognitive Realm]].{{wob ref|2563}}
 
=== 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}}
 
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|mb4|11}}{{book ref|mb4|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''': Elantrians 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 ====
 
;'''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 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 (e.g. [[Spren]]) and other entities, allowing them to gain enhancements. It is unknown if a person with only innate Investiture is able to create a bond.{{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 ===
'''[[Spren]]''': Entities of the [[Cognitive Realm]]
 
'''Type IV [[BioChroma]]tic Entities''': Intelligent inorganic entities created through the use of [[Breath]].
 
'''[[Seon]]s''': Intelligent entities with connections to [[AonDor]]
 
'''[[Aviar]]''': Birds infected with symbiotic worms native to the [[Pantheon]]
 
=== Bonds By Shard World ===
==== Roshar 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.
 
'''Singer Bond''': The [[singer]]s can bond with a spren. Doing so grants the singer a form (a specific physical and mental change). Not all spren grant a unique form; most spren give the singers dullform. Without a spren, singers exist in what is known as slaveform ([[Parshmen]]). Singers 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. Singers can become [[Surgebinder]]s, but forms of power exist that grant them abnormal abilities. See [[singer]] 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.
 
'''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]].
 
'''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 [[chasmfiend]]s, chulls, [[Ryshadium]],{{wob ref|2691}} and [[skyeel]]s.
 
'''Honorblades''': Honorblades grant surgebinding abilities 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 bond]].{{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.
 
'''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 entities of this kind is [[Nightblood]] and Azure's Sword. [[Nightblood]] is a sentient sword made using a thousand Breaths and the Command 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 bonds 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 bonds with additional powers.{{wob ref|3488}}
 
==== Roshar ====
It has been confirmed that bonds other than the [[Nahel bond]] will provide powers to the constituent entities of that bond 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|b|aolmb4|part=ars}} Every type of Investiture can be classified along these categories.{{wob ref|name=END|17s|2383|post|42117|Can all Investitures be classified as end-positive, neutral, or negative?1084}}
 
=== End-positive Investiture ===
When practicing an end-positive Investiture, the practitioner draws in power from an external source.{{book ref|b|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|name=END1084}}
 
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.
Examples for end-positive Investiture are [[Allomancy]] and the form-based Investitures on Sel (i.e. [[AonDor]]).
 
=== End-neutral Investiture ===
InFor an act of Investiture to be considered end-neutral Investiture, power is neither gained nor lost{{book ref|b|aolmb4|part=ars}}. TheA practitioner disposes about his amount ofmanipulates power, makingthat italready neutralexists in thator power that iscomes investedfrom into an object, can be withdrawn to reinstall the original amount of powerthemselves.
 
[[Feruchemy]] is end-neutral, since the amount of Investiture remains constant. Awakening is also considered end-neutral, even though color is lost.{{wob ref|17s|7058|post|116818|text=Chicago Signing, Mar 22, 20146738}}
 
=== End-negative Investiture ===
In the practice of an end-negative Investiture, some power is lost.{{book ref|b|aolmb4|part=ars}} It is negative in that it removes some power from someone. End-negative Investiture is very rare.{{wob ref|name=END1084}}
 
[[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.
 
== Investiture of peopleHumans ==
All living creatures on some level have Investiture. This is called the spark of life. All sentient creatures have a slightly greater amount of Investiture than non-intelligent ones. The spark of life 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 spark of life.{{wob ref|6881}}
Generally, humans are not Invested. However, on some worlds, a Shard has invested humans. For example, [[Preservation]] gave part of his power to humans to make them sentient. On [[Nalthis]], people are born with [[Breath]]. Both cases are called '''Innate Investiture'''.{{ref|?|839|4|What do we call a Shard's power inside someone?}}
 
Generally, humans are not considered to have '''innate 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 '''innate 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 spark of life.
Under specific conditions, some humans are Invested with more power than others. This bigger amount of power usually enables these humans to perform an Investiture themselves. In general one can say that the bigger the amount of power a human has, the more powerful an Investiture they can perform. For example, a [[Allomancer#Mistborn|Mistborn]] has a very big amount of power, enabling them to use all Allomantic metals. A [[Misting]] has a lesser amount of power, but still more than anyone with Innate Investiture. That's why they are only able to use one Allomantic metal.
 
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]].
The conditions required to getting invested with a bigger amount of power differ from [[Shardworld]] to Shardworld. It is assumed that the intent of the respective Shard influences these conditions.
On [[Scadrial]] you get the bigger amount of power by genetics. On [[Sel]] it's the [[Shaod]] (among other things), on [[Roshar]] it depends on how you act.{{ref|?|608|15|A discussion on investiture}}
 
The conditions required for becoming Invested with a larger amount of power differ from Shardworld to Shardworld. It is assumed that the intent of the respective Shard influences these conditions. On [[Scadrial]] Connection to a Shard is determined by genetics. On [[Sel]] it's the [[Shaod]] that comes to those who live in the correct area and are devoted to something, and on [[Roshar]] it has to do with a person's actions and how they live their life.{{wob ref|7256}}
A human with enough power can invest other people or themselves. A Surgebinder can Lash people to the ceiling or himself to a wall.
 
== Investiture of Objects ==
Objects are not Invested in their original state. They can getbecome invested through an Investiture performedInvested by a Shard or by a human having met the above-mentioned requirements. An Invested object gains magical properties. The more Invested an object is, the more power it has. Examples for investedInvested objects areinclude:
* filled metalminds[[metalmind]]s of a [[Feruchemist]]
* a charged [[Hemalurgic]] spike ([[Vin's earring]], [[Wax's earring]])
* any [[BioChromatic Breath#Types of BioChromatic entities|Awakened object]]
* any Awakened object, especially [[Nightblood]]
* [[Nightblood]], as a Type IV Biochromatic Entity
* [[Shardplate]] and [[Shardblade]]
* [[Shardplate]] and [[Shardblade]]s, as well as the [[Honorblade]]s
* a Forger's Seal
 
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 Nightblood).
An Invested object usually can't be influenced by another Investiture.{{ref|?|715|1|Could Allomancy affect a Shardplate/blade?}}
 
== Investiture of Natural PhenomenonPhenomena ==
It is possible for a natural force to become Invested. On [[Roshar]], [[Zahel]] states that the [[Highstorm|Highstormshighstorm]]s are Invested.{{book Whetherref|sa2|i|6}} this is the result of purposeful design by aThe [[ShardholderStormfather]], oralso thestates continuedthat maintainenceduring ofa another entity such as thehighstorm, [[StormfatherHonor]],’s has not been revealed. Itpower is alsoconcentrated not clear whetherin the storm isas investedit inmoves andacross ofthe itselfland, ortemporarily ifjoining itall housesthree another form of Investiture[[Realms]].{{book ref|sa3|64}}
 
== Manifestations of Investiture ==
{| class='infobox' width=80100% align=center
{{row|! Investiture| !! [[Shardworld|World]]| !! [[Shard]] !! [[:Category:Books|Books]]|pre={{#!:! width=33% |}}|pre4={{#!:! width=1% |}} | |extra=class=title}}
|-
{{/row|Allomancy|Scadrial|mb}}
| [[Allomancy]] || [[Scadrial]] || [[Preservation]] || [[Mistborn (series)|Mistborn]]
{{/row|Feruchemy|Scadrial|mb}}
|-
{{/row|Hemalurgy|Scadrial|mb}}
| [[Feruchemy]] || [[Scadrial]] || [[Preservation]], [[Ruin]] || [[Mistborn (series)|Mistborn]]
{{/row|Awakening|Nalthis|wb}}
|-
{{/row|AonDor|Sel|e}}
| [[Hemalurgy]] || [[Scadrial]] || [[Ruin]] || [[Mistborn (series)|Mistborn]]
{{/row|ChayShan|Sel|e}}
|-
{{/row|Dakhor|Sel|e}}
| [[Awakening]] || [[Nalthis]] || [[Endowment]] || [[Warbreaker]]
{{/row|Bloodsealing|Sel|tes}}
|-
{{/row|Forgery|Sel|tes|{{ref|b|tes}}|}}
| [[AonDor]] || [[Sel]] || [[Devotion]], [[Dominion]] || [[Elantris (book)|Elantris]]
{{/row|Surgebinding|Roshar|sa}}
|-
{{/row|Voidbinding|Roshar|sa|{{ref|b|sa1|ars}}|}}
| [[Dakhor]] || [[Sel]] || [[Devotion]], [[Dominion]] || [[Elantris (book)|Elantris]]
|-
| [[ChayShan]] || [[Sel]] || [[Devotion]], [[Dominion]] || [[Elantris (book)|Elantris]]
|-
| [[Forgery]] || [[Sel]] || [[Devotion]], [[Dominion]] || [[The Emperor's Soul]]
|-
| [[Bloodsealing]] || [[Sel]] || [[Devotion]], [[Dominion]] || [[The Emperor's Soul]]
|-
| [[Surgebinding]] || [[Roshar]] || [[Honor]], [[Cultivation]] || [[The Stormlight Archive]]
|-
| [[Voidbinding]] || [[Roshar]] || [[Odium]] || [[The Stormlight Archive]]
|-
| [[Old Magic]] || [[Roshar]] || [[Cultivation]] || [[The Stormlight Archive]]
|-
| [[Sand mastery]] || [[Taldain]] || [[Autonomy]] || [[White Sand]]
|-
| [[Microkinesis]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel]]
|-
| [[Lightweaving]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel]]
|-
| [[Aether]] || ''Unknown'' || ''Unknown'' || ''Unknown''
|}
 
== Notes ==
{{columns|<references />|count=2}}
</references>
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