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  1. So I can see how almost all forms of magic in the cosmere could be fueled by other forms of Investiture, such as purified Dor. Do we know if this is possible with Feruchemy? Would you need something else such as a spike of some sort?
  2. Interesting question, if you spiked a Skimmer with something (let's say a Gold Spike cause it'd be heavy), and they stored their weight, would the spike also decrease in weight? Because it counts as part of their body when it comes to Steelpushing right? So would it count to Iron Feruchemy?
  3. If, hypothetically, a Returned went on a killing spree and stole the Divine Breaths of all the other Returned in the Court of Gods, what benefits would there be over just accumulating regular Breath? Would their visions be clearer? Would physical augmentation be stronger? Could they change their appearance more?
  4. A Divine Breath is different from a regular Bio-Chromatic Breath because it is an actual part of the Spiritweb. As such, does this mean that a Hemalurgist could non-lethally spike a portion of the Breath away with practice, then give the Returned a large dose of healing via F-gold (granted through a Hemalurgic spike and Compounding to gain the health) or Regrowth to regenerate the lost portion of the Breath? Perhaps this would be a slightly convoluted, somewhat inefficient way to produce a lot of mini-Divine Breaths. Actually, since the donor is the same for all the Investiture, you could probably stack charges, say spike 25% of the Breath at once, regenerate it, then spike out another 25% for 50% of a Divine Breath (not including Hemalurgic decay, of course). There definitely may be some complications for the use of other types of Investiture grafting onto the Returned's Spiritweb instead of Endowment's, but it's still Innate Investiture you're taking in the end.
  5. We know that infections aren't caused when a Hemalurgic spike is implanted in the body- the Investiture seems to act as a kind of antiseptic. Does this mean that a Hemalurgist would be immune to cancer forming around the site of a spike as well? Or, could a person spike out the Spiritweb of a tumor growing in someone to completely destroy it? And what if you implanted a spike in a tumor? Would it have a different spiritual makeup due to its corrupt nature? Could spiking Investiture into a tumor make it turn into a separate being, perhaps more symbiotic in nature than parasitic?
  6. We have an old WoB stating that you cannot steal Savantism from someone via Hemalurgy (WoB). However, we have a far newer WoB that states if Mraize were to steal part of Hoid's Spiritweb via Hemalurgy that it would have altered effects (WoB). Do you think this means that while you may not be able to transfer Savantism itself, that the powers or attributes taken from a Savant would be altered in some way? Perhaps you could get a slightly greater benefit from an A-pewter Savant's Allomancy, just not to the same extent as the Savant themselves. Or perhaps if you stole strength via Hemalurgic iron it would be weaker in that Savant due to their Spiritweb's altered state.
  7. As you all know, Hemalurgic spikes create cracks in the Spiritweb, making it easier for outside sources of Investiture to get in and influence things as they wish, potentially even allowing the Hemalurgist to be outright mind controlled. So, here's yet another idea on how a Hemalurgist could resist the Flaw; Marsh decides to confront a Mistborn serial killer who's popped up in Elendel, as Marsh is a good guy and probably isn't okay with someone like that just going about wantonly and murdering others. The Mistborn uses a duralumin augmented blast of Emotional Allomancy in an attempt to control Marsh. Due to Marsh's mental fortitude, he manages to break the Mistborn's hold on his mind and he escapes. Marsh later Compounds and stuffs his spikes to the brim with Investiture, each one holding a comparable amount to the Bands of Mourning. Marsh confronts the Mistborn again and the Mistborn again chooses to use a duralumin augmented blast of Emotional Allomancy in an attempt to mind control Marsh. So, would the added Feruchemical Investiture of Marsh's spikes make him more tolerant toward the Mistborn's influence, since Investiture resists Investiture? Investiture does resist Investiture, after all.
  8. Recently I have been rereading the mistborn series. This prompted me to realize that there are a decent few things that I don't understand. For the most part this is all Era 1 stuff. Specifically 3 things. 1.) What makes ruin/harmony able to talk in someone's mind? I was under the impression that in order for ruin to talk/manipulate someone, they had to have a sufficiently damaged spiritweb. This could come from people who have had a truly rough go of it, or hemalurgic spikes. As far as I was aware, the spike had to be hemalurgically charged. But in WoA, Marsh uses Sazed's rings as weapons, pushing them into Sazed. This nearly kills him, but he hears a voice that reminds him that those rings are metal minds. I assumed this voice was ruin, since ruin is the only one who could actually do that. So, does it have to be a spike? Or is it really just anyone pierced by metal? 2.) The atium plan. This one I think is the most easily explainable, I just don't get it. The lord ruler's plan with the atium was to sequester a massive supply, effectively keeping a chunk of ruin's power away from him, slightly weakening him enough to level the playing field between him and preservation. But then, elend and his seers burned all of that atium, which enraged ruin because he couldn't have done it himself. This leads me to believe that the process of burning the atium actively converts the investiture into energy, which permanently weakens ruin. So, then, why even stockpile it? Why not just burn it all? The simple answer that makes the most sense to me is that by burning the atium, the power becomes "dispersed" and needs time to "coalesce". Which would make burning all that atium a significant postponing to ruin's plans, but burning it piecewise as it formed wouldn't be useful. 3.) I left this for last because it's the one I'm least confident that we even have an answer for. Why is metal the thing that is easiest to push and pull on? It's obviously not because if it's connection to allomancy. You can push and pull on all metals regardless of if they are allomantic. And it doesn't have anything to do with preservation, since metals on other planets can be pushed and pulled on just fine. If hard stop, only metal could be pushed on, then I would be comfortable calling it "because leras said so". But anything *can* be pushed, it's just metals that are the easiest. But of course, metals aren't just the easiest, they are the easiest by far. So there's a pretty big divide between metal and everything else. I have a theory on this that I think answers a lot of these questions, but it has enough holes that I'm not confident enough to say it is definitely true. It's pretty cosmere connected though, so it's probably a discussion worth having there instead of here.
  9. This WoB suggests that a forged metal would be viable for Allomancy, but burning the metal is destructive to it and would destroy the stamp. What if you were to do this with Feruchemy? Would the attribute stay stored in the metal, even though it's no longer the right type? Could you get a two attribute metalmind this way? What about Hemalurgy?
  10. The Set's method of creating spikes non-lethally — potentially even completely synthetically — focuses on expanding the pool of conventional Metalborn. The method I propose here attempts to bypass one of the fundamental limitations of Hemalurgy — that a spike can grant only one power. I theorize that it can be achieved by transforming a piece of a soul trapped in a spike into a kind of spren via Awakening. The core of this idea stems from the belief that while a spike can only transplant a single piece of spiritweb, so long as that piece is singular it can grant multiple benefits. For example, if one stole a spren bond, they would still be able to use both Surges that the bond grants. The simplest approach to Awakening a spike would be more like a lock from the Ghostbloods hideout — a spike with a conditional off switch. Awaken a regular spike with a Command ~similar to "I Respect those who protect Scadrial." The idea here is that if the recipient of the spike believes that they are using the power granted to oppose Scadrial or hear its command phrase — Respect in this case — the spike would either go inert or destroy itself. The more interesting approach would be to create a spike of several powers and attributes and Awaken it to be a spren. Since we would be transplanting a whole spren instead of a mishmash of Identities and souls, I theorize that a spike like that can grant multiple benefits. Given that the spike would be at least partially self-aware, you can give it commands and command codes like to a Lifeless, autonomy to revoke some or all of its benefits, and potentially mess with the bearer's soul like Aux does in TSM. It feels intuitive to me that a spike like that would grant either an Allomantic power and a spiritual attribute (like mental fortitude) or one Allomantic and one Feruchemical power. They seem balanced, for lack of a better word. Ruin's body as a spike, Preservation's soul as a power, and an attribute as a mind feel right to me. Just as Ruin's power, Preservation's power, and their combined power seem to fit well together. I would start with a nicrosil or atium spike and a Command ~like: "I live to Protect Scadrial and empower my bearer to do the same" and go from there. Immediate problems and challenges: 1. Figuring out a Command that works 2. Sourcing enough Investiture for Awakening 3. Figuring out the correct metal for a spike 4. Figuring out a correct bind point for a spike 5. Figuring out how to transfer different attributes and powers to a single spike 6. Creating an entity that's closer to Vivena's blade than a full spren, because it seems that a full being without their own, even limited, body can drive the user insane FAST 7. Even if that spike grants benefits, there is a possibility that they would be different from usual, in a regular Surge → Fused Surge type of way, because in a sense we are corrupting Ruin's art with Endowment's Investiture. 8. A Rosharan spren is made of a lot of Investiture, so the result might be limited by the spike's capacity for Investiture. Not that it stopped Nightblood
  11. Does anyone else find it strange that Kell apparently sees spiritual lines simply by virtue of having a spike through his eye? Back in Bands of Mourning, I had assumed that he was just burning steel or iron to compensate for his missing eye, same as I assumed the Inquisitors had been doing back in the original series. But now that we know he can't use allomancy anymore, that would seem to imply that it's having the spike itself that grants metal-vision, regardless of if you're burning metals or not. Why do you think that happens? Could it be that having a spike pierce through a physical sensory organ to your spiritweb lets you observe the Spiritual Realm in a limited way? Would having a (bronze?) spike piercing your eardrum let you hear rhythms, in addition to whatever stolen attribute the spike itself conferred?
  12. Awakeners of the eighth Heightening and above can override other Awakener's Commands on Lifeless and inanimate objects. Does this mean that the possibility of overriding a Hemalurgic spike's Intent or Command (assuming it was created with one) is possible? For example, could the Awakener Command the spike to cease to grant powers to the Hemalurgist? I imagine this wouldn't be easy, but it might be an interesting counter to Hemalurgists.
  13. @Cocoa recently made a post questioning about what would happen if an Aviar or its Bonded person were to have a Leecher or Nicroburst try to affect them with their power, and it got me thinking along a similar line of reasoning; what if a Kandra were to use A-duralumin or have a Nicroburst charge them up? Their spikes don't seem to run out of power, so it the effect not considered Kinetic Investiture and therefore not a valid target for enhancement Allomancy? And if the powers were able to be affected by enhancement Allomancy, would there be some other consequence such as the Kandra not having their Blessing's effects available temporarily, kind of like how a Feruchemist can temporarily go without part of an attribute to draw more Investiture from it? Would a Leecher be able to stop a Kandra's Blessings from functioning while touching them, similar to how a Shardblade can't be summoned while a Leecher is interfering? What are everybody's thoughts on the matter?
  14. It's interesting to see that even temporary changes made to the Spiritweb can leave permanent changes to the Spiritwebs of a person's offspring. For example, we see this in the Koloss-blooded, where they retain a portion of their Koloss parent's strength, toughness, and altered genetic makeup. Listeners and Singers are capable of doing something similar with humans, being able to produce half human and half Listener/Singer children. Additionally, a Listener's or a Singer's Form is very similar to what Hemalurgy does, but in a more natural fashion. I think, therefore, that if a Listener or Singer had a different Form "equipped" that their offspring with a human would have effects from that Form, similar to how different Hemalurgic constructs should have different effects on their offspring. This could be part of why Horneaters and Herdazians have such different ethnicities (though it could also be due to more mundane reasons, such as being separate long enough to make distinct changes to their gene pools). As a side note, another interesting way that changes to the Spiritweb have been seen effecting offspring is due to Lighteyes; their Radiant ancestors had eyes that were only temporarily lightened, yet their children have a more permanent eye color change.
  15. Simple question/proposition here, can you remove a Hemalurgic Linchpin spike from someone without killing them if you first remove enough other spikes to negate the need for a Linchpin spike in the first place? I've had the idea in my head for the longest time that a Linchpin spike binds to the Spiritweb in some way that makes its removal always lethal, but looking back I see no real evidence to support this belief.
  16. Damascus steel is pretty neat. It looks very pretty, and irl that's its primary purpose. But can it be used for more regarding the Metallic Arts? I've made the hypothesis before that it's possible to use a Hemalurgic spike to hold multiple powers, perhaps even having a spike that contained two metals to hold even more so long as they're of the same Hemalurgic quadrant (such as H-steel/H-pewter). Damascus metal could make the latter more possible, allowing multiple metals to be woven together as one object while retaining their individual properties. From their description, the Bands of Mourning seem to be a form of Damascus steel as well, having all sixteen Allomantic/Feruchemical metals blended into one Metalmind. It's possible that this was done instead of making sixteen separate Metalminds due to the interference they might have potentially caused to one another, meaning that Damascus metal may be useful for the creation of Unsealed Metalminds (and since the Malwish Consortium has the Bands now they may discover this property). And what about aluminum? It can prevent an object from being Pushed or Pulled on Allomantically, so could a steel knife, sword, or other blade with layers of pure aluminum in it prevent those Invested manipulations while retaining their structural integrity from the steel?
  17. So Nomad seems to have wanted to rid himself of his Torment for years. So I was wondering, since you can nonlethally spike someone now, why didn't he just use a nicrosil spike, since both sunhearts and nicrosil spikes seem to have the ability to remove Investiture?
  18. So, first things first, during TLM the Set were shown to have discovered how to use hemalurgy (likely with a Nicrosil spike) to strip a Scadrian of the extra bit of Preservation's Investiture that exists in all Scadrians. The same power that creates Allomancers. The Set scientists also mentioned that they used these spikes to actually make people into Allomancers, though only briefly for an undisclosed reason. (TLM CHP 47) I believe that reason is because of Identity. Because charging a spike is just like filling a Metalmind, Identity keys it to a specific individual, the one it came from. So in order to improve this method, you just have to find a way to Blank the identity of either the 'Donors' or perhaps just the receiver. Most likely the former. There exist several ways to accomplish this through F-Alumnum though the man issue is actually having your donor's willing Blank their Identity. Ettmetal charged with F-Aluminum might provide a way to forcibly Blank other people's Identity though that is just speculation. So that's how you create a power-granting Spike out of normal people, but I'm not stopping there, Hemalurgy can only grant you so many powers because your soul can only accept so many Spikes but what if there was a way around that? What if you could permanently intergrate the Spike to grant yourself the power in a deeper way? What if you tried to Compound Hemalurgy with Allomancy? It works for Feruchemy so there exists a precendent. So let's dive in. First, you'd need the previous steps, stab a bunch of muggle Scadrians while Blanking their Identity to make an Unkeyed Spike. Then, assuming it's made of Nicrosil, acquire an Electrum spike that grants A-Nicrosil, then Burn the Unkeyed Spike. If it works the same way as A-F Compounding, then it's possible that you'd be granted additional power, gaining more allomantic potency than what was in the Unkeyed Spike, potentially turning you into a Mistborn straight off like Lerasium. Though I'm going to be assuming that you will just integrate the extra Preservation into yourself, granting yourself a single Allomantic ability, probably a random one. This method, if it works like I think it does, would prove superior than just spiking yourself for 2 reasons: 1: You would have the ability without the spike, meaning the power can no longer be removed from you as it exists fully within your soul, while also closing the 'hemalurgic hole' in it to avoid the Flaw of being controlled, enabling you to have more powers without opening yourself up to external control. 2: It would allow you to overcome the 'cap' on the powers you can be granted from Hemalurgy, since in Era 2 if too many spikes are added to a soul, it stop's gaining powers, this method could allow you to circumvent this by fully integrating the power into your soul. Do this enough times, barring unforeseen consequences of this method, and you could become a Mistborn without killing anyone or becoming a Steel Inquisitor. However it's incredibly likely that this method would be extremely painful. But though I feel my reasoning is sound, this is just a theory. A BOOK THEORY! Thanks for reading.
  19. So I was wondering how stealing things with Hemalurgic spikes would work on someone who was changed by Forgery after it wears off. If you stabbed Shaizan (Shai with her warrior Essence Mark) with an iron spike, would it steal her relative strength, but then lower in strength after the Forgery would wear off? (I also have a theory that you could Forge a Misting into a different type of Misting, due to both having Preservations Investiture in their spiritweb) If you Forged a Coinshot to be a Thug, then stole their Allomancy with a steel spike, would the spike grant pewter-burning until the Forgery wears off, then give steel-burning? More interestingly, what if the original type doesn't conform to the metal, i.e. Forging a Rioter to be a Thug, and stealing that with a steel spike, after it wore off, would the brass Allomancy disappear, or somehow be in a steel spike. I did find this WoB but it doesn't really state what happens after it wears off.
  20. The question of changing out spikes has come up a lot, but it is a difficult job because most spikes are in a place where it would be lethal to remove. So my idea is you Forge the spike that is a different one, either you could have taken a different ability (you killed someone else instead of the person you actually killed) or you placed a different spike in that same bind-point. WoB So if you have enough Investature you could do this. For simplicity in the origins of the metal, you can Soulcast your own and Forge the spike.
  21. We know that it's possible to spike basically anything that has a functional Spiritweb, including Spren and AI. This got be thinking, can you spike a spike? More importantly, can you spike something into a spike? Here's the idea; you take a non-Invested spike that is going to be used for Hemalurgy and you hollow out a portion on the back and fill it with some rubber or another fleshy material. You then charge the spike and implant it into the Hemalurgist you wish to. Then you take another, smaller spike and charge it with a different donor and implant the smaller spike into the rubber section of the larger spike imbedded into the Hemalurgist. This method means that you get to add more Investiture to your spike without needing to Blank Identity (probably), plus you can swap the small spike out as you please for other spike without causing the Hemalurgist any damage- the spike with a rubber section is effectively a USB port into your Spiritweb. I believe that there is an argument against this, saying that even if you could staple a spike into a spike that it would essentially just be adding to the total charge, but we see that Metalborn powers granted by Hemalurgy don't get passed on genetically and Koloss children don't receive all of their parent's altered genes. This means that a Hemalurgical graft must somehow be considered distinct from the rest of the Hemalurgist's Spiritweb. Additionally, there is already precedent for a "middleman" when granting powers between Spiritwebs, as we see with the Aviar/worm/human Bonds and the Spren/Radiant/Squire Bonds (though admittedly Hemalurgy doesn't seem to work through Bonds per se.). I believe this points to the possibility of such a situation being possible according to Cosmere mechanics. Plus, even if you did add on a spike to your own spike, I don't think that it would cause extra damage to your own Spiritweb, increasing your vulnerability to the Flaw; emergent properties of the Spiritweb such as Savantism and Resonances don't seem to be carried over by Hemalurgy, as those seem to be created by an interaction between the Spiritweb as a whole and the sections of the Spiritweb that can be taken by the spikes. As such, even if you completely maimed the Spiritweb of the primary Hemalurgic spike by stappling one or more spikes into it, that damage should not transfer over to the Hemalurgist themselves, as it is a separate piece of Spiritweb.
  22. Let's say you split a metal spike you plan to use to perform Hemalurgy with into two or more pieces, cutting them in such a way that they easily fit back into their original shape. You then charge each piece individually with a different Allomancer or Feruchemist. Then, you fit the spikes into the same spot on the Hemalurgist's body. So, do they get extra power but with only the consequences of bearing one spike, as only one Bindpoint is being cracked open? Or do you think that the Flaw more about the number of spikes period?
  23. In the Ars Arcanum for TLM, we see the effects of the 16 metals on Allomancy and Feruchemy and Hemalurgy. However, for Chromium, rather than saying "Steals X" it instead says "Might steal destiny". Why would Khriss not know, surely experimentation would happen. I suppose they are not sure exactly what the effect is, but still, destiny is not exactly a thing that makes sense to steal. The only real concept of destiny in the Cosmere are the Returned, and even then it's shaky. I wonder if it actually does steal Fortune, or the ability to access it, and most people just have so little that they have not noticed the effects, other than the Hemalurgist showing up in places the spiked would have otherwise or something. All in all, I feel that if it really stole destiny, it would have just said so, rather than saying it might. Any ideas?
  24. I just finished reading secret history and I started thinking about the origin of the metallic arts. We know that the original allomancers were created from burning lerasium and that hemalurgists are created from their rituals, but as far as I'm aware there isn't a definitive origin to Feruchemy. I'm pretty sure Feruchemy is a combination of Preservation's and Ruin's investitures, think Sezed said something about this but I can't remember anything beyond him saying that it was end neutral for the power it gives. It is passed down, but if we can assume it's anything like allomancy, it was probably given to the ancestors of the terrace packmen. I can't imagine how it would have been given to them though. The first idea that came to my head was burning harmonium, but not only is that not chronologically possible, if that was the origin of Feruchemy I think it would have come up near the end of era 2 considering how much harmonium was thrown around by the end. The only logical thing I can think of is that Preservation and Ruin worked together to create it when they first created life. If we know this and I'm just unaware I'd like to be informed, but if not I'd like to hear other theories as to where Feruchemy comes from.
  25. Quick idea here; if a person has the Surge of Regrowth used on them after dying recently- even if their death came from a Shardblade- then that individual can be brought back to life, reattaching their soul to their body. My thinking is, what if this could be done with a Hemalurgist's Linchpin spike? After all, its removal sounds a lot like how Shardblade deaths works; your soul just sort of collapses and you die instantly.
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