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(Undo revision 181422 by Reinhartmax (talk) Please explain your reasoning for the removal. My reason for the inclusion is that they are a part of the world that is made of Investiture and is manipulated to fill specific tasks. Which I feel is close enough to be included on the page. They are similar to the Lumaran Aethers, in this aspect.) Tag: Undo |
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{{update|sa4|mb7|tress|yumi|tsm}}
{{quote
|Investiture. The essence of the gods.
|[[VenDell]] to [[Wax]]{{book ref|mb7|17}}
}}
'''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 by cosmere aware individuals or groups. Most who refer to Investiture use terminology specific to the world in which they reside; [[Feruchemy|Feruchemists]] refer to the process of Investing a [[
'''Kinetic Investiture''' is a term used for Investiture that is being used or expressed.{{wob ref|15308}}{{wob ref|5715}}{{wob ref|7413}}{{book ref|sa4|89}} This is the form of Investiture that is able to be detected by [[Bronze|Seekers]] or absorbed by [[Sand (Taldain)| white sand]].{{wob ref|9288}}{{wob ref|15308}}{{wob ref|7413}}
'''Static Investiture''' is a term used for Investiture that is held within a vessel such as a gemstone, therefore not being in use.{{wob ref|15308}}{{book ref|sa4|89}} An object containing, or being made up of, Static Investiture is referred to as being '''Invested'''.{{book ref|sa4|15}} Invested objects, such as
'''Innate Investiture''' is a term used to refer to added Investiture to a being from birth, not including the natural Investiture that makes up the soul.{{book ref|mb7|part=ars}}{{wob ref|1072}} Examples of Innate Investiture include the fragment of [[Preservation]] in all [[Scadrial|Scadrians]], or [[BioChromatic Breath]] on [[Nalthis]].{{epigraph ref|mb3|38}}{{book ref|wb|prologue}}{{wob ref|1072}}
'''Unkeyed Investiture''' refers to Investiture that is unkeyed from any [[Connection]] or [[Identity]] to any [[Shard]].{{book ref|sa4|97}}{{book ref|mb7|39}}{{book ref|mb7|40}}{{wob ref|5656}} This allows anyone with the relevant powers to access it as fuel for their abilities.{{
The '''Breath Equivalent Unit''' ('''BEU''') is a unit of measurement for Investiture.{{book ref|tsm|1}} The unit is based on the quantity of Investiture in one typical [[BioChromatic Breath]].{{book ref|tsm|13}}{{wob ref|9685}}{{wob ref|15777}} The innate Investiture of one person is approximately equivalent to one BEU.{{book ref|tsm|23}} People from highly Invested worlds typically have no more than three BEUs of Investiture.{{book ref|tsm|24}}
== The Nature of Investiture ==
{{quote
|Investiture is what souls are made out of. Well, everything is Investiture—because matter, energy, and Investiture are the same. But souls, as you’d call them, are parts of our beings that are pure Investiture. Like…fire is energy. This table is matter. Souls? Investiture.
|[[Design]]{{book ref|yumi|32}}
}}
Investiture transcends the three realms: [[Physical Realm|Physical]], [[Cognitive Realm|Cognitive]], and [[Spiritual Realm|Spiritual Realm]] that compose most of the [[cosmere]]. However, it is more Spiritual than anything.{{epigraph ref|mb3|57}}{{wob ref|5610}} In the Physical Realm, Investiture is known to exist in solid, (i.e. [[atium]] and [[lerasium]]), liquid (many [[Perpendicularity|perpendicularities]]), 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.{{book ref|sa2.5|20}}{{wob ref|9291}} Most often these appear due to influence by a [[Vessel]], 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}}
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}} Like matter, Investiture causes time dilation in any amount, with the degree of time dilation being proportional to the amount of Investiture in a given area, but this is relatively mild even by perpendicularities.{{book ref|sa4|i|1}}{{wob ref|13425}}{{wob ref|13453}}{{wob ref|16014}} But the amount of Investiture condensed into [[Shard]]s is able to cause a degree of time dilation that would be virtually impossible by anything else.{{wob ref|16014}}
When a Shard is "co-opting or corrupting another Shard's magic", the color red has a tendency to manifest.{{wob ref|8340}}{{book ref|sa3|117}}{{tes ref|30}}{{book ref|mb6|28}} All Investiture creates some type of emotional reaction in users.{{wob ref|13392}} Investiture has flavor to beings such as [[Nightblood]], and different Investitures would have different flavors.{{wob ref|15669}}{{book ref|sa4|42}} Raw Investiture responds to thoughts, emotions, and Intent, especially from heavily Invested beings.{{book ref|yumi|32}}{{book ref|tsm|21}}
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 create, or destroy, Investiture; it can only be redistributed or changed in form.{{wob ref|1649}} Following from this, Investiture can be converted directly into mass or energy, and vice versa.{{book ref|mb7|17}}{{epigraph ref|mb3|78}}{{book ref|sa4|65}}{{book ref|sa4|97}}
There are at least four laws that govern Investiture.{{wob ref|3544}}
; '''The First Law of Investiture''': The First Law
; The Second Law of Investiture: The Second Law
; The Third Law of Investiture: The Third Law is unknown.
; The Fourth Law of Investiture: The Fourth Law is unknown, and somehow relates to [[Adonalsium]].{{wob ref|3544}}
From the fact that Investiture follows the Law of Conservation of Mass and Energy,{{book ref|mb7|17}}{{epigraph ref|mb3|78}}{{book ref|sa4|65}}{{book ref|sa4|97}} and the Law of Conservation of Momentum holds true in the cosmere,{{book ref|mb6|12}}{{cite}}{{wob ref|6595}} it can be reasonably postulated that liquid Investiture follows the [https://en.wikipedia.org/wiki/Navier%E2%80%93Stokes_equations Navier–Stokes equations], which govern the motion of fluids, and is derived from these two laws.
=== 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). The [[Fused]] scholar [[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}}{{wob ref|16236}} The reaction seems to be more violent when the two are brought together under pressure.{{book ref|sa4|97}}
== Accessing Investiture ==
Many methods of accessing Shardic power have been observed throughout the [[cosmere]], but all share certain cardinal similarities; an established
Several end-positive magics share the trait of requiring a Spiritual shift of some kind; [[Elantrian]]s are more closely attuned to the [[Spiritual Realm]] (incidentally, this is why [[Hemalurgy]] gets more from them),{{wob ref|6218}} [[Allomancer]]s in [[Classical Scadrial]] and the [[Final Empire]] had to [[Snap]] to access power,{{wob ref|5182}} and [[Surgebinder]]s "plug" [[spren]] into themselves.{{wob ref|5469}}{{book ref|sa2|68}} 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 [[Mist]]s; 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 [[highstorm]]s, and direct it through their bond with their spren, similarly to [[fabrial]]s.
=== Invested Arts ===
{{for|Invested Art}}
Invested Arts are manifestations of Investiture that allow practitioners to use their abilities to manipulate Investiture.{{book ref|elantris|part=ars}}{{wob ref|14446}} Planets, Shards, and the fundamental forces that make up the cosmere all affect an Invested Art's function and powers.{{wob ref|11844}}
== Intent of use ==
The
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. One can also, with proper Intent (alongside other
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.
The creation of Anti-Investiture, and replication of the Anti-Tones of
==
Within each Invested Art, the spiritwebs of the practitioners can be viewed as a closed system. The Investiture used to create an effect can come from one of the following three categories within the closed loop.{{book ref|mb4|part=ars}}{{wob ref|1084}}
=== End-positive Investiture ===
When practicing an end-positive Investiture, the practitioner draws in power from an external source.{{book ref|mb4|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|mb4|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|mb4|part=ars}} End-negative Investiture is very rare.{{wob ref|1084}}
[[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.
== Color ==
{{quote
|Color is like flavor to spren. It is part of the soul of a thing.
|[[The Sibling]]{{book ref|sa4|42}}
}}
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 [[Breath]]s and [[Dawnshard]]s, will give a person enhanced perception of colors.{{wob ref|14328}}
=== Shards ===
Every [[Shard]] is associated with certain colors.{{wob ref|13074}}{{wob ref|1210}} Their [[perpendicularity|perpendicularities]] are also associated with their colors.{{wob ref|8910}}
;'''[[Cultivation]]''': Cultivation’s Investiture is typically associated with the color green.{{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]]. 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.{{book ref|sa4|part=ars}} 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.{{book ref|sa4|42}}
;'''AonDor''': When combined with different colors, AonDor has interesting combinations.{{wob ref|11772}}
;'''Dawnshards''': The Investiture of each
== 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, and general healing can happen if a person is Invested enough.{{wob ref|6678}}{{book ref|tsm|49}}
Memories can be restored via healing, as they are stored with the Cognitive version of a person, and encoded into their Investiture. This is also why Cognitive Shadows retain their memories.{{wob ref|15183}}{{epigraph ref|sa4|84}}{{book ref|yumi|32}}
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.{{book ref|sa2|87}}{{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}}
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}} The nature of the [[Cosmere#Planets|planet]] 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]], primarily used in relation to Splinters of Honor, Cultivation, and Odium in the Rosharan Subastral.
*'''Type IV [[BioChroma]]tic Entities''': Intelligent inorganic entities created through the use of [[Breath]].
'''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
'''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.
'''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]], though specific spren are able to bond with Surgebinders to form their [[Shardplate]].{{book ref|tsm|45}}
'''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, [[Larkin]], [[Ryshadium]],{{wob ref|2691}} and [[skyeel]]s.
'''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 are [[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
==== Scadrial Bonds ====
==== Lumar Bonds ====
'''The Luhel Bond''': This Bond is between a human and an [[aether]]. The [[Luhel bond]] allows the human to manipulate the aether in exchange for water from their body.{{book ref|Tress|31}} See [[aether]], [[Luhel bond]], and [[spore eater]] for more information.
==== Komashi Bonds ====
It is theoretically possible to form a bond with a [[nightmare]].{{wob ref|15528}} How exactly one would do this, or what effects such a bond would have on either party, is unknown.
=== The Known effect of Bonds while on other Planets ===
==== 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}}
== Investiture of Humans ==
== Investiture of Objects ==
Objects are not Invested in their original state. They can become Invested 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.
* filled [[metalmind]]s of a [[Feruchemist]]
* a charged [[Hemalurgic]] spike ([[Vin's earring]], [[Wax's earring]])
== 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 ref|sa2|i|6}} The [[Stormfather]] also states that during a highstorm, [[Honor]]’s power is concentrated in the storm as it moves across the land, temporarily joining all three [[Realms]].{{book ref|sa3|64}}
== Notes ==
|