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  1. So here's an idea I've been wondering about for a while; When Allomantic or Feruchemical powers are stapled onto someone via Hemalurgy there is very little physical or cognitive warping, just enough to shift organs around and not kill the recipient of the spike (except for Steel Inquisitors, but more on that later). However, when human attributes are added to a human (or animal) they mutate into crazily different beings- they become a Hemalurgic construct. I have a hypothesis as to why this is and some proof to help back it up. Basically, my thinking is that the human attributes are very closely tied to the rest of the Spiritweb because they are a more integral part- you can live and function as a human without Allomancy or Feruchemy, but you need "strength" and "senses" to be considered a standard healthy human. The human attributes are deeply tied to you being human, basically. My guess is that when a Hemalurgist tears off a piece of the Spiritweb with a spike, they do so sloppily because they aren't aware of the Realmatics and therefore cannot give an accurate Command to the Investiture. The spike takes more than what was intended, ending up with a bunch of "useless" bit and pieces. This isn't so bad with power spikes because they aren't tied very deeply to the human aspect, hence the reason they don't cause so much warping in the recipient, but attribute spikes lead to fundamentally changing their bearer. As for the changes we see in Steel Inquisitors (extra height and scratchy voice) those may be caused by simply having so many small extra bits taken along with their spikes that there is a little warping involved. I also hypothesize that it is possible for a Hemalurgist to train themselves to be better at preventing this, similar to an Awakener and get better at wielding Hemalurgy with better and more accurate Commands. Visualize it like this; the first Hemalurgists were wielding it like someone would a crude, jagged knife and who has only very basic (nearly nonexistent) medical knowledge- they can technically cut into someone to perform surgery, but they weren't very good at it and they took a bunch of stuff they didn't intend to as well. A Hemalurgist who really knew their Realmatics and had practiced with Hemalurgy extensively may be closer to an expert surgeon wielding a highly precise scalpel to delicately perform an organ transplant. Basically, a really, really skilled Hemalurgist may be able to give something akin to Kandra Blessings to humans without turning them into inhuman creatures. Now, for the proof part; we know that just having attribute spikes of the right kind isn't enough to make a Kandra, even when adding more spikes- if a Mistwraith ate a Koloss they wouldn't make a Kandra, they'd become something else with less awareness. https://wob.coppermind.net/events/90/#e4580 And https://wob.coppermind.net/events/90/#e4652 This suggests that something more must be done to create Kandra spikes, which I believe could mean taking more specific things from the donor's Spiritweb to. To further back up this claim, look toward the Hemalurgic Chimera- they are made with only one spike yet have changes brought to them large enough to surprise TenSoon. Plus, I'm pretty sure that Trellium is supposed to take powers, not attributes (Set members having those spikes and not turning into inhuman creatures), but they can still bring physical warping if the Hemalurgist charging them uses the correct Commands and has enough skill (Bleeder has multiple functioning Trellium spikes that acts as half-Blessings but still grants Allomantic or Feruchemical powers). Additionally, we know that you can have a Kandra Blessing that uses non-attributes, such as with ReLurr's pewter spikes, which suggests that you can optionally go the opposite direction and take more from a donor to bring a more significant change, which makes it viable for bringing sapience to a Kandra (or possibly making Chimera from humans). https://wob.coppermind.net/events/7/#e7081 I hope that these are coherent, but I know that I have a tendency to become incoherent when I ramble If anyone wants clarification, please ask and I'd be more than happy to have a conversation about my ideas.
  2. Hey guys, I'm back! Sorry for ghosting you (to anybody who cares), I had some stuff going on that took my attention away from the 17th Shard for a while, but hopefully I will be able to come back now, though it may be more infrequent. In any case, I've had a LOT of ideas or questions that I wanted to post, but couldn't. Here's one of the big ones; we saw in TLM that Marsh was running low on Atium, causing him to start feeling the effects of old age which would eventually kill him. However, what if he had been given some Unkeyed Dor instead? After all, it can be used to fuel any Invested power (as far as we've seen), so why couldn't he use some to fuel his F-Atium youth? Did Kelsier just not think of helping his brother out with the Dor, or did Marsh just keep it a secret? I suppose that it could be that Hemalurgic spikes can't use Unkeyed Investiture, but that seems unlikely to me since it can be used by anybody with an Invested power, and even if Identity contamination somehow does managed to mess with that function, Marsh specifically can bypass Hemalurgy's new limitations. What are your thoughts everyone? I'm dying to hear.
  3. I think it might be possible to survive having part of your soul ripped out of you with the help of someone who can bind the surge of Progression. I think this because in interlude I-19 isn’t WoR, we read about someone revive someone who was mortally wounded via Regrowth. I think that something similar could be applied to someone stabbed in the heart by a hemalurgic spike. I’m unsure if the spiritweb can be mended in a similar fashion, however.
  4. What can all you add? I want to see if we can't create a really full and fun list. Things we can imagine are possible, but haven't yet seen on the page. 1. Ferring of weight storage + mistborn powers. One could pull natural metal ore from under you in many locations to create an earthquake creating power, but you'd need to become heavy enough to be able to push them, etc. 2. High level bronze flairer or Mistborn + any weapon that damages investiture, like the fuzed use. The way they can intuit not only through blocking investiture but sense even the types of powers around and what they are doing, to even offworlder interactions with sensing kel's spren Syl, I think they'd be able to do it as easily as piercing a copper cloud, and in this coming cold war between them, i feel mistings or more with these tools hunting the spren in fights is dirty indeed, and a lot more practical and easy than having to use the sand like they did in stormlight. It would be ak instinctual radar they could practically shoot at. 3) Feruchemy weight manipulation + wind runner lashing. That's a doozy, lash something like 5000 times heavier than it should be, but with 4x the gravity? With what can be done if these two were on the same side for a fight... That might be mountain moving, lol. Just need to do it in the right timing combo. I also feel this combo would also be a trick to get people space bound very easily. 4) Hemalurgy + spren connection. It cuts a piece of the soul out even the points it's invested, ie, investiture and steals it for itself. Since the connection to Dalinar's spren was almost stolen in the same way by the herald, might it be able to steal the connection to the spren itself? But like all Hemalurgy, it might be impossible in a fight with the moving parts, but if the opportunity was there, and you figured out the metals or placement.... Wow. I think it should be conceivably possible? I'm imagining spikes that force a bond to a certain spren... Might as even this be part of the terrible spren experiments in the last stormlight book? 5) Imagine a windrunner or edge dancer burning atium? I feel that might be pretty much as good in most cases to a mistborn with it. Already some of the most agile and hard to hit targets becoming next level. Tbh, I almost feel if as in the last wax series it becomes easier to make a thing that makes the Mistborn powers, the forces of Roshar might also steal that and do that too. And then taking spren, etc. I could see it becoming a very mixed bag of competitors over the long haul .
  5. One of the first things I thought of when HoA said that Ruin preferred not to kill Mistborn because the rest of their abilities got wasted was "What if you spike them twice at the same time?". I had assumed that, like everything, the answer would come eventually, if not in the text then at least in WoBs, and once I couldn't find the answer in there, I assumed I'd see it discussed on the Shard, which to my knowledge it hasn't been. There's no chance I'm the only one who thought of this, but I can't find any mentions of it anywhere. What happens if you spike someone simultaneously with two spikes, aiming to get two different powers? Say two very skilled Hemalurgists get their hands on a Twinborn who has A-Steel and F-Cadmium. For the sake of argument, let's assume that the stealing bind point for F-Cadmium is in the abdomen. If, completely and supernaturally in sync, the two Hemalurgists pound spikes through the Twinborn, looking to steal both powers, can they actually get both powers, or will only one be stolen at random? Or, will they disrupt each other and no power will be gained at all? If you can steal more than one power this way, how many powers could you reasonably steal from a Mistborn or Full Feruchemist? 1 from each quadrant? And again, I have trouble believing I'm the only person who's thought of this, so if you know of any other threads discussing this, I'd love to see them.
  6. In The Lost Metal, Marsh states that Identity contamination prevents the Set from compounding. I wonder, then, if you could overcome this limitation by having the donor blank their Identity via Unsealed Aluminumminds, or via a Hemalurigc spike. This also makes me wonder why it is that Marsh can compound, even though he doesn't (presumably) have Identityless spikes. Did Hemalurgic spikes just permeate the Spiriweb more in Ancient times, and now the spikes are more "contained" within their separate Identities? I know that we have the Ars. Arcanum, but I'm just curious about the mechanics of Hemalurgy's change, and how they can be overcome by a clever individual (not that I personally claim to be such an individual, just a curious one).
  7. First of all, some WoBs: So, I recently came up with this theory. The theory was: pure atium burned allomantically would give the burner innate knowledge of hemalurgy, allowing them to instinctually know and use the finer points of hemalurgy, such as where to place the spikes and which metal to use for the desired effect. But from these WoBs I got that that’s not what it would do. It would just be more powerful (I believe). But I think it is possible that it is not impossible. Maybe, if you use pure atium hemalurgically it could give that ability. Some supporting points are: burning lerasium allomantically gives you the power of allomancy. Lerasium is the body and metal of Preservation, and allomancy is his magic system, so it makes sense that lerasium would give you his power. Would it not also make sense to use Ruin’s metal in his power to get the best effects? It also makes me wonder if you could do a similar thing with harmonium and feruchemy! Please prove me wrong, or supply me with more information to make it more rock-solid! I really like this theory, and I’m not the best at predicting what Sanderson is going to do. Odium Reigns…
  8. So, we know that mistborns are a thing of the past because the genes of allomancers and feruchemists are mixed and diluted, compared to 300 years ago. However, feruchemy can grant someone misting and ferring powers. Is there anything that states whether someone going through hemalurgy to become a mistborn or full feruchemist could reintroduce those power to the population? I understand that hemalurgy works by affecting spiritwebs, but i dont remember anything stating outright if that was involved directly or indirectly with genetics, especially with those related with investiture.
  9. So, I was just thinking about how God Metals somewhat reflect the properties of their Shard (Lerasium Connects someone to Preservation, Atium makes people into efficient killing machines) and thought of something. Harmony's God Metal is so reactive because his two halves are polarised against each other and are locked in an uneasy equilibrium, and so is pressurized in a sense, which is why it seeks to escape by reacting with something. If Harmony's Intent switches to Discord, and the two halves are no longer in equilibrium, that pressure of them straining against each other goes away. We know from a WoB that I can't find right now that a God Metal's properties can change over time if the Vessel changes; could the same be true for a shift in Intent and the nature of the Shard? Once Harmony becomes Discord, could Harmonium (Discordium?) become less or even unreactive, and therefore be used to finally test out its Allomantic, Feruchemical, and Hemalurgiv properties? What are your thoughts?
  10. Here's my starting point: A year or two ago I theorized what would happen if someone was an incomplete Hemalurgy donor, if the correct Intent was activated so the spike would pierce the Spiritual realm and then was rammed into them and then just left in the body. F-Gold medallion to make it survivable, basically allowing someone to sign up as a hemalurgic donor like someone signs up as an organ donor. One objection to this was that the bind point for harvesting does not necessarily match the bind point for the recipient. I've recently been thinking about that and have a few thoughts. This mental model might be totally off, but I assume the anatomy of a Spiritweb to be similar to a physical body. Different parts of the Spiritweb correspond to different functions of the soul. When you rip out a chunk of soul and graft it onto another Spiritweb, assuming the recipient was healthy, then by nature you almost always would need to place the graft somewhere that still gives it access to components to let it function, but not disrupt the existing soul (as much). For example, think about how complicated it would be to say, graft an ear onto your leg and get it to actually function. Highly complicated rerouting of the nervous system would have to be done, and there would still be a slight delay in transmitting sound to your brain compared to the other ears. That third ear would also have issues based on the cochlea and inner ear fluid that would be disturbed whenever you moved your leg. There's also whatever background sound your leg makes, creating all of these issues compared to their natural isolated position on the head. You however would gain a third point to triangulation sound, and it seems as if this would allow for potentially greater ability to spatially place sound. I'm guessing it's not exactly like this, since adding Invesiture is raw power and the three Realms are based on the Platonic idea, in that there is such a thing as "strength" or "weight" that can be separated from an individual somehow and still allow that person to function relatively normally, as seen in Feruchemy. However IRL it is possible to graft toes as replacement fingers onto a hand and get them to function much more like a hand then you might expect. In essence the thought is that Hemalurgy in most cases has to place the spike in the recipient in a location that allows the Spiritweb to gain access to the charge, but generally can't be in the natural location from the donor because it will disrupt the existing soul. Think trying to graft an ear - over an ear. Or a hand onto the wrist when a hand is already there. No one would do that because you wreck the existing power in the process. As the spike has to be placed in a suboptimal location where it likely doesn't have any support from the surrounding Spiritweb like it would in the natural place, this in addition to any decay from the spike being outside of a body is a possibility for why Hemalurgic spikes never give as much power as the donor had. They aren't as efficient as a natural ability could be. This also illustrates just how necessarily accurate Hemalurgy must be to get the desired effect - it has to perform the exact and precise change to the Spiritual Ideal to get the right result. The followup thought is that perhaps if somehow someone had damage to the soul, a Hemalurgic spike charged correctly and placed back into the damaged spot that it may function at a closer to normal level. Say someone got A-Pewter and while carrying a F-Gold Medallion got their ability spiked out and survived. The idea is if they later got an A-Pewter spike back (maybe even their own spike) and put it right into where the ability was spiked out that the ability would be usable and that it's possible the level of power accessible would be closer to the norm. Think an amputee getting a limb graft versus someone who decided they wanted an arm growing out of their forehead. One is properly placed and supported by the rest of the body, the other is not. There may be adjustments the Thug has to make if the spike came from another person, just like how there may be adjustments from IRL organ donations, but I think this is plausible. As Scadrial gets more technologically advanced and Hemalugy can become more surgical in nature, I think we might see details like this. Thoughts?
  11. Let's have another fun little hypothetical scenario, shall we Say there was a blood thirsty Scadrien (basically Atilla the Hun, but Scadrial instead of Earth) who knows of Hemalurgy and is a big fan of ripping off chunks of enemies Spiritwebs as he kills them. Scadrien Atilla then gets regular steel sword forged for himself and gets an aluminum sheath for it. Every time Scadrien Atilla kills someone with his sword (which is a lot) he uses the Intent to perform Hemalurgy, charging his sword with a little more Investiture each time he slays an opponent, and since the sword his secured in aluminum between killings, it doesn't lose power during that time. Time passes, and Scadrien Atilla gets old and passes his sword to his descendants, who are each told the secret of Hemalurgically stealing Investiture when the use the sword, and they all use the same tactic as their fathers (/mothers?). More time passes, and the sword has become so Invested that it begins to take a life of its own, with its personality shaped by the view of Scadrien Atilla's descendants and followers. Eventually, it begins to become self-aware, and starts to act like Nightblood, absorbing Investiture of its enemies (and possibly wielder) of its own accord and takes on Shardblade-like qualities to help it fulfill its Intent filtered by its congnitive aspect; to destroy, to Ruin. Does this sound like a plausible way to create a new Nightblood, or at least to create some form of a Scadrien-style Shardblade? Also, would a Hemalurgic Shardblade be able to become supersaturated with Investiture, similar to Nightblood, or do you think it would have stricter limitations?
  12. Intent is very important to Hemalurgy. You could pierce the right person with the right metal in the right place- but not end up with a Hemalurgic charge because you didn't have the intention of charging the metal. I'm wondering now if this could somehow be used to a Hemalurgist's advantage to protect them from harmful, spiritual intrusions. If a Hemalurgist took a metal (without a Hemalurgic charge) then pierced themselves with it in the right Bindpoint, could they at some later date choose to excise a part of their Spiritweb in the spike? For instance, let's say there's a guy named Josh living on Roshar, fighting in the war against Odium. Odium decides to Connect to Josh, similar to how he's Connecting to Dalinar in an attempt to slowly corrupt and weaken him. Josh knows that this Connection exists, but he deliberately removes it and stores it in the duralumin (another situation where this might be useful is when Kelsier was Connected to Ruin; he could have removed those Connections, then removed the spike, thus ending his Connection to Ruin and subsequent interference with wielding Preservation). A further question here is; does the Intent matter as well as the Bindpoint for Josh's newly charged spike- at least, whether it is "active" or not? To explain better, could the spike be placed in the correct Bindpoint to allow for Josh to use the contents of the spike, but if Josh didn't have the Intent to use or those contents, would they just stay in the spike? Or would the Connection just re-rout itself and automatically hotwire to this Spiritweb, regardless of his desires? Other ideas for the use of this include; excising a Shade's corruption from yourself, tearing out a chunk of Spiritweb from a Voidspren that tries to possess you (such as with Sadeas's men at the battle of Theynena), or removing a Bondsmith's ties to you (such as when the Windrunners and Dalinar were attacked by Ishar). So, does this seem plausible, or am I going off the deep end again guys?
  13. We know that it's already possible to take Invested powers made through Forgery with Hemalurgy (WoB). We also know that Southern Scadrial is finding ways to let inanimate objects use Feruchemy and Allomancy using Harmonium. We know that it's possible to Hemalurgically spike inanimate objects so long as they are "alive" enough (WoB). And finally, we know that you can force a Forgery to take on someone it wasn't intended for so long as their soul is "familiar" with the soul of the person who was intended to be stamped (basically, Connections must exist between the two). So, with that in mind, I hypothesize that you could make a Forgery to stamp a Scadrien (let's name him Joe for fun ) into an Allomancer or Feruchemist, then make a device that used Feruchemical duralumin to Connect to Joe. You then place the Forgery on the device instead of the Joe. Even though the Forgery won't take for long, you don't need it to last more than a second or two to Hemalurgically spike out the Invested power. And there you go, no people spiked but one Hemalurgic spike Invested with one Metalborn power. Get enough Investiture to use and you may be able to mass produce Hemalurgic spikes this way.
  14. So my brain spawned yet another way to hack magic systems together to make them even better Let's say that you use Forgery to overwrite a Koloss Spiritweb, saying that it never received its Hemalurgic spikes. I see a few possibilities if this were to be done: 1. the Koloss dies as they turn back into a human; their spikes no longer function well enough to prevent the wounds they inflict from killing their bearer. 2. the Koloss turns back into a human, but the Hemalurgic spikes resist and are rejected from the body (as the Koloss's body fights against their intrusion) if the Forgery takes; the changes made by the spike and the changes made by the stamp are too incompatible with one another to exist with any sense of stability. 3. the Koloss turned human retains their spikes without dying (the soul of the recipient adapts to their Investiture, similar to Feruchemy adapting the Feruchemist to deal with an unexpected influx of attributes), but the spikes remain completely dormant and don't give any additional benefits until the Forgery wears off. 4. same as #3, but the spikes continue to provide a magical boost to the former Koloss but don't warp them enough to turn them into a Hemalurigc construct- just enough to keep the person from being killed by the spikes. The reason I even argue that this could take place is because Returned can do something similar; they can suppress their Divine Breath but still retain some benefits from it, such as enhanced speed and strength, and their Lifesense doesn't disappear (see Zahel in WoR when Kalain wakes him up at night). Basically, you might be able to use Forgery hack Hemalurgy in such a way that you could give humans Kandra Blessings but without turning them into Hemalurgic constructs (Hemalurgic weakness likely would remain though; the cracks in the Spiritweb aren't removed as far as I can tell). Now, as I understand it this might require some "jerry-rigging" of sorts, but I believe that it might be possible given the examples above.
  15. I’m re-reading Shadows of Self, and I’m wondering: What could be accomplished with Hemalurgic Bullets. One such bullet put Pa’alm back under Harmony’s control, but perhaps you could accomplish other things. For instance, multiple bullets could make a normal person into someone susceptible to control via emotional allomancy. Or, with Hemalurgic Aluminum bullets, you could become a complete bane to an invested opponent. Rusts, use those for firing squads against people like Myles Hundredlives. I’m starting to see why Harmony wanted to keep a lid on this stuff. I’m thinking for Hemalurgic control, you use shot gun rounds in Alluminum casing. Preserves the Hemalurgic Charge, and allows for multiple piercings, facilitating better control. That would probably work well for Hemalurgic aluminum too, as it means you need not be as accurate. Of course a Hemalurgic Aluminum Sniper Rifle could be a powerful weapon for someone who wants to drop an invested high value target. I’d say this prohibitively expensive. Not to mention all the people you’d have to kill in order to get a decent ammunition supply.
  16. We know Feruchemical Tin can store Allomantic senses like Bronze NewbSombrero Can Feruchemical tin store Allomantically granted senses like bronze sense? Brandon Sanderson Possible. General Signed Books 2018 (Feb. 8, 2018) Theoretically, Hemalurgic tin should store all the same things as F-Tin. So if you had proper Intent, could you spike the bronze sense out of an Allomancer burning bronze? If you did, would the recipient of that spike have permanently renewing bronze sense, much like regular kandra blessings (including Tin), or would it have a limited duration because the bronze wasn’t a natural sense?
  17. I had an idea recently in another post to Hemalurgically spike a Mistwraith, but then wondered if spiking a Kandra would lead to a different end result, which lead to this idea. When you Hemalurgically spike a human's strength from them using H-iron, you can use those spikes to twist another human into a Koloss. But what if you try to take a Koloss's strength via Hemalurgy? This would, I think, on whether all the power of the Koloss's added strength is in the spikes, or if it's a combination of their growing muscles and an enhancement of their spikes. My personal idea currently for how Koloss spikes work is that they provide a magical boost on top of "twisting" the recipient, causing them to grow huge muscles. The power in the spikes probably couldn't be spiked out (since it isn't actually part of the donor's Spiritweb), but the new, twisted Spiritweb might. So let's have a scenario play out; a Koloss tribe needs more members to help compete with their neighboring tribes. Unfortunately, they don't have enough spikes to make more Koloss, but they do have a human who knows how to make more spikes and wants to become a Koloss. The human helper convinces the Koloss elders to let him spike out the elder's strength and use those spikes to turn himself into a new Koloss. The question is, does anything wonky go on with the new Koloss? Does he get more of a strength boost than other Koloss, since the strength stolen was from much stronger creatures than human? Does the warping effect on his Spiritweb get worse, since it isn't stolen pieces of human Spiritwebs, but stolen pieces of Koloss Spiritwebs that have already been warped? Would even weirder things happen if the process continued to be practiced, eventually creating some crazy mutant Koloss from other Koloss that had also been made from Koloss?
  18. I actually made a post a while ago about this very thing, and I'm pretty sure the idea is similar to what I had before, though now I have more information and have had time to consider things better. I also made a post recently about how Kandra Blessings were made- Kandra Blessings, Identity, and Commands- and that got me thinking on this matter again. Okay, based on my recent post about Kandra Blessings, I think that it's possible to spike out a being's "self" enough to change another being into taking on characteristics of the donor creature. I hypothesize that this is what was done with Chimera (canines were donors for humans, making the humans more like the canines) and potentially the Kandra (human donors used with correct Intent plus potentially a specialized Command on Mistwraiths, making those Mistwraiths take on some human characteristics). But, what happens if you use a Mistwraith as a donor and a human as the recipient for a Hemalurgic spike? I hypothesize that, with the proper knowledge, skill, and with the correct Intent, you could take some aspects of a Mistwraith and staple them onto a human. I don't know that you would turn them into an actual Kandra, but more like a "cousin" species; perhaps the human would gain some shape-shifting abilities, but not to the extent that a Kandra would have them and maybe they'd live a few hundred years longer than normal. As an upside, they might not have the Kandra's level of susceptibility to being controlled or the same need for Blessings to retain sapience. It also would be interesting to see if the new being could hold Kandra Blessings without being turned into a monstrous being due to their new shape shifting nature. This is speculative, of course, but we do know that it is possible to spike a Singer's ability to grow a Gemheart. Why not spike a Mistwraith's ability to change its shape? This older quote (from 2015) says that you couldn't spike a Listener's Forms, but I the quote above (from 2018) implies that you could take the abilities Listeners use to achieve those forms. As such, I believe that the same could be done with Mistwraiths. So, what are your guy's thoughts (especially you, @Tamriel Wolfsbaine; I know you really like Kandra related stuff )? Do you think that this would be achievable?
  19. We know that if you pierce your body with Metalminds then if you get Leeched your Metalminds also get Leeched away. But we also know that Hemalurgic spikes are immune to burned aluminum, which used a similar mechanic. And then, we also know that you can double your Hemalurgic spikes as Feruchemical storages, with the Investiture of both aspects being stored in different parts of the metal. SO, in conclusion, I see two possibilities: 1. If a Hemalurgist uses one of their spikes to double as a Feruchemical storage and they get Leeched, the part of their spike containing a Feruchemical charge gets burned away. This could be interesting to see, particularly since Hemalurgic spikes do not contain much Investiture within them typically. Just enough to "hotwire" the Spiritweb and grant powers or enhanced attributes. So it may be possible to use this method to minimize the size of your Hemalurgic spikes while providing the maximum Investiture such a spike could hold. Alternatively, you could use this method to test the actual amount of metal required to hold a Hemalurgic charge of a certian amount. 2. If the spike does not burn away when Leeched, then Hemalurgists actually have an advantage over natural Feruchemists in this area; other Feruchemists must either leave their Metalminds at least somewhat vulnerable to Steelpushing and Ironpulling or they must leave them vulnerable to being Leeched out of their bodies, but a Hemalurgist using a spike as a Metalmind has the best of both worlds. 3. If the Feruchemical charge is pulled out of the spike but the metal of the spike remains intact, then at the very least the Hemalurgist doesn't need to worry about getting more Metalminds, though they don't have any other cool advantage or unique mechanic.
  20. Kandra Blessings and their creation have been elusive for a while now, but I have another educated hypothesis as to how it's done. We know that the Lord Ruler personally created the Kandra Blessings. We also know that a few of the fundamental differences between Hemalurgic spikes made for Koloss and spikes made for Kandra is the amount of Investiture pulled from the donor and what specific segments are taken. We also know from Bleeder that it is possible for a Kandra to create new spikes for themselves to replace their old Blessings, otherwise Bleeder wouldn't have been able to use a Trellium spike. And we know from TLM that Commands can be used when using Hemalurgy to be more specific in what is taken and what is not. With that evidence in mind, my current idea for how Kandra Blessings are made is that TLR would use Commands to take larger than average sections of the Spiritweb of the donors for the Kandra Blessings, including more of the part that specifically makes humans... human (in fact, I think that something similar happened with the Chimera that Bleeder made; she spiked some canines, took a large portion of their innate "self", and spiked that into humans, creating a bigger change than what would have normally been possible with a single spike). True sapience and higher cognitive functions. As this was done, the Identity of the spikes was somehow Blanked, or at least made to be more adaptable to its host. When the spikes were given to a Mistwraith, they granted them sapience by altering them to be more humanlike in nature. The spikes would then "grow" into the Kandra, becoming a fundamental part of their Identity, which explains why ReLuur couldn't take another Kandra's spike without both of his; the Identity of the spikes weren't compatible with each other, so they caused him pain. This also makes sense if we look at Bleeder; she was able to make two spikes, one that provided Feruchemical steel, and the other that provided Allomantic steel, neither of which she should have been able to bear unless they were Identity compatible with her. Bleeder's case also proves that it isn't just the Kandra growing into the Identity of the spikes, since that would mean that she couldn't have created new spikes for herself, as their Identity wouldn't have been compatible with hers. There are some other very interesting implications for Hemalurgy if this proves true, but I'll make another post sometime for those ideas as this post is specifically for Kandra Blessings. In any case, I'd love to hear what all of you guys think. If anyone has solid evidence that disproves this hypothesis, I'll gladly listen, as I'd rather have this idea of mine be wrong than have a false head cannon. That said, if you do try to disprove it, I'm sure I'll defend my point if I reasonably can, cause it's fun Edit: Oh, and it may be worth noting that it isn't really the amount of Investiture in the spikes that matters too much, it's what is taken in them. Otherwise, enough Breaths would do the job of bringing them sapience.
  21. In the Ars Arcanum for TLM, it mentions that the reason Steel Inquisitors got exhausted more quickly than normal people was because their Spiritwebs were unreasonably burdened by their large number of Hemalurgic spikes. I was wondering if perhaps bronze Feruchemy could help overcome this, particularly with Compounding, since it provides all the benefits of a good night's sleep. Also, could there be more problems with having too many Hemalurgic spikes, such as maybe a reduced healing rate (from Spiritweb deterioration)? Brandon Sanderson mentioned that some Inquisitors "burn up" more quickly than others depending on their specific power set. Perhaps those with more spikes age a bit faster due to their Spiritwebs being worn down? This also makes me wonder if it's the number of spikes that wears one down (due to more holes being in the Spiritweb) or if it's the total Investiture of the spikes; it would be kind of weird if more Investiture in the spikes led to a greatly reduced lifespan, since we've seen elsewhere in the Cosmere than more Investiture means a greater lifespan.
  22. We know that Kelsier is trapped on Scadrial due to his Connection. However, I think that if he were to use a Trellium spike on himself he might be able to Worldhop due to Autonomy's nature. After all, Trellium spikes try to repel other sources of Investiture making it seem likely that this is an inherent property of Autonomy's Investiture. In fact, I think that Autonomy's plan for dealing with Harmony was to Invest Scadrial heavily enough that her Investiture shoved Sazed out of the picture. In light of that, allowing a Sliver to travel off-world seems almost trivial by comparison. Beyond that... SA spoilers
  23. A human needs four iron Hemalurgic spikes to be transformed into a Koloss- a Hemalurgic construct. But what if only one spike is used? I know the Chimera use only one spike, but Tensoon mentions in SoS that it shouldn't be possible for such large changes to occur with only one spike, suggesting that one spike doesn't change a person nearly that much. In addition, what if you did what the Koloss did and repurposed a Koloss spike for yourself, since it apparently allows for a greater amount of one's humanity to remain? Basically, I'm wondering if you could find a way to use one, maybe two Hemalurgic spikes that use human attributes rather than Invested powers and yet somehow retain your humanity (I'm most particularly interested in H-copper, as having 500 IQ seems pretty nice )?
  24. How would hemalurgy interact with a Shard? Could you steal a part of the Shard’s power? And what if someone tries to become a Shard while they have spikes in their body?
  25. The title says it all. To elaborate, I'm wondering if it is at all possible to use Emotional Allomancy to control an Inquisitor through the cracks of their Spiritweb, given that we have never seen it done before. Granted, there are some good reasons for this. Practically no one knew about this "Hemalurgic backdoor" and the ones that did couldn't and/or wouldn't try it. By the time this was discovered, Ruin had escaped, and no one could contest a Shard's hold. Inquisitors had access to Allomantic copper, possibly multiple times over, which was an excellent counter. Inquisitors have sapience and willpower, and if the Allomancer fails, Adonalsium have mercy upon them. I'm wondering if I have some of the facts wrong, or if there's a reason all its own for this to never happen. Otherwise, to cover all my bases, let's assume a group of several Soothers (or Rioters, but for the sake of argument, Soothers) with several Nicrobursts got together Post-Catacendre, and tried to overwhelm Marsh's copper and willpower with a combined Push. Excluding divine intervention, is there any reason this would not work?
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