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Hemalurgy is the transfer of attributes, such as Allomancy, Feruchemy, or innate human strength through the use of metal spikes to remove a portion of an entity's Spiritweb and splice onto a new entity.


Use and Practice[edit]

In Hemalurgy a Metal spike needs to be inserted into the body coming in contact with blood. Hemalurgy is a two phase process. Part one is charging a spike with a desired attribute. This depends on several factors like the metal of the spike, the entity spiked, where the spike is inserted and, the intent to create a spike including what kind of charge is to be taken(this intent does not need to have come from the person doing the spiking). Part two involves placing the newly created spike in a second entity. This requires precise knowledge of were the spike needs to be placed in the body in order to create the desired effect.

Commonly the heart is used as a universal point for removing any trait, this kills the victim. Once this is done the spike has now been charged with the desired trait. Inquisitors generally hammered the spike thought the body of the Victim directly into its intended recipient. This practice prevents most of the loss in potency of the power contained in the spike. If a charged spike is left out side of a body it will slowly decay losing some of its strength to impart whatever trait it has acquired. The Lord Mistborn Spook found a way around this by keeping the spike coated in blood. This slows the rate of hemalurgic decay almost as if it was placed inside a body. It is unknown how much blood is necessary to make that effect happen or, for how long the blood will maintain this effect before needing to be renewed with a fresh batch.[1]

When a Spike pierces its victim it tears off a portion of there Spirit web(sDNA). The Spike now charged Hemalurgically is able to impart that portion of the victims Spirit web(sDNA) into a second entity. This creates holes in the recipients Spirit web(sDNA). This has several effects on the recipient in addition to gaining what ever power the spike carries it opens the user up to the influences of the Shard "Ruin". The more spikes an entity has the harder it is to resist the Shard of Ruin. With one spike an entity can hear and seen manifestations of ruin with more than one Ruin is able to exert control over that entity guiding into body to do his commands, with only two Spike it appears that resistance to that control is still possible as the Kandra were able to remove their spikes once they felt that Ruin was gaining control of them. with four or more the shard of ruin appears to be able to exert almost total control of an entity when it is wishes to. This ability is also available to anyone able to use emotional Allomancy, with enough soothing or rioting of a pierced entity the allomancer is able to control the hemalurgicly affected. Most allomacers are not individually powerful enough to do so however multiple allomacers can work together constructs like the koloss are more easily effected by this because their minds are reduced where constructs like the inquisitors are able resist depending on their individual mental strength and inclination to do so

As it stands no one that has ever practiced Hemalurgy knows how to take traits without killing the victim. If a person were to survive the removal of a portion of there spiritweb the would be similar to a drab.



A metal spike is inserted into a bind point, most commonly the heart, in order to Hemalurgically charge it with the desired attribute. The spike, now containing a fragment of stolen Spiritweb, is then ripped out and embedded in the recipient, stapling the ability directly into their sDNA. This causes wear and tear on the Spiritweb, creating "holes" through which Ruin or a sufficiently powerful Rioter or Soother can whisper to or even control a Hemalurgical subject. Hemalurgy is named for a quirk in bind point placement: due to the interaction between the Spiritual and Physical Realms, the spike must come in contact with moving blood in order to remove or add an attribute. Intent is important, but the way Hemalurgy interacts with the Cognitive Realm, if it does so at all, is unknown. 

Creating a Hemalurgic charge requires physical injury, but death is not a requirement to charge the spike.[2] This would leave the donor in a similar spiritual condition to a Drab, but in a worse condition.[3][4] However, this is contradicted by a quote from Harmony, in The Hero of Ages: "Hemalurgy, it is called, because of the connection to blood. It is not a coincidence, I believe, that death is always involved in the transfer of powers via Hemalurgy. Marsh once described it as a “messy” process. Not the adjective I would have chosen. It’s not disturbing enough." [5]

After the spike pierces through the initial person and is Hemalurgically charged, the Law of Hemalurgic Decay states that the spike loses some of its potency.[6] The longer a spike is outside a body, the weaker it becomes. Thus, when the Steel Ministry creates an Inquisitor, the spikes are outside of a person for as little time as possible. Additionally, spikes which are physically broken into several pieces will split the charge into the broken pieces, and more Hemalurgic power will be lost when spikes are split.[7]

Hemalurgy can be used on animals.[8]

It is later discovered by Spook that coating a spike with blood can reduce the Hemalurgic decay significantly similar to having it placed inside a body. It is unknown how much blood is necessary to make that effect happen or, for how long blood will maintain this effect before needing to be renewed with a fresh batch.[1]










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