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'''Investiture''' is a "Cosmere aware" term describing the energy that infuses the [[
== Terminology ==
The term '''Investiture'''{{qa ref|977|5}} has only seen in-world use in or by the [[Seventeenth Shard]], [[Scadrial]], [[Vasher]] and [[spren]]. Most who refer to Investiture use terminology specific to the world in which they reside; Feruchemists refer to the process of Investing a [[Metalmind]] as 'charging', and [[Windrunner]]s refer to the process by which they create [[Lashing]]s as 'infusing'.{{qa ref|691|18}} Most characters using this term understand more cogently that the [[
== The Nature of Investiture ==
Investiture transcends the three realms: Physical, Cognitive, and Spiritual that comprise most of the
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|date=2017-11-15|8340|Oathbringer San Francisco signing}}
== Accessing Investiture ==
Many methods of accessing Shardic power have been observed throughout the
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{{cite}}), Allomancers, in Classical Scadrial, had to Snap to access power, and Surgebinders "plug" spren into themselves. This is related to [[Nightblood]]'s nausea--a bond must be created in order for Nightblood to drain Investiture from its holder to power itself. Once a conduit has been established, a key, such as an Aon, metal, or Command, is used to tell it how to act.
== 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 that a user must be trying to do Hemalurgy (though this doesn't seem to be the case 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. However the person doing the spiking does not need to be the one intending to create a Hemalurgic Spike, the holder of the [[Shard]] [[Ruin]] is able to provide this intent for the person doing the Spiking. Awakening is almost as much mental as spoken. If the image of what you wish an object to do is not firm then the Awakened object can behave in a unknown manner or not at all. The more complex the command the more important that mental component is. Surgebinding depending on the [[Surge]] used the mental component can be very important. [[Lightweaving]] requires an extremely clear image in a user's mind to create an illusion with the appropriate appearance, but [[Surge]]s like a Full Lashing the user does not have to have any idea of what they are doing; the Surge will do the same thing regardless. Some [[Surge]]s do require simply that the user wish it to happen. Often with [[Surgebinding]] this can be accomplished by instinctively pushing [[Stormlight]] into something.
== 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.
=== Types of known Bonding Entities ===
==== Sel Bonds ====
'''Seons''': A [[
==== First of the Sun Bonds ====
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