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Found 31 results

  1. As we know on Scadrial, Am I stating the obvious by saying that magic on Roshar obeys a similar system but with respect to your soul? The radiants access surge binding by adding to their souls literally fusing together with a spren. They go from various kinds of broken souls to better people. Old magic, the deals with the nightwatcher, often seem to involve an exchange. One part of your soul for another. Voidbinding accesses the surges by driving people slowly insane, damaging, twisting and deforming their soul. Odium seemingly consumes parts of peoples souls, twisting their souls in a manner reminiscent of Dakhor. Then he seems to return those parts of the soul with voidlight flowing through and around their broken soul. We might then label the Radiant surgbinding, Soul positive, the Old Magic Soul Neutral, and Voidbinding soul negative. Some might object that old magic doesn't fit this theory, you just have to think a little imaginatively about the Boon's and Curses. I know Av's father got a heap of good cloth. Perhaps the Nightwatcher gave Av's father the ability to weave beautiful cloth or knowledge about where he could trade or find cloth. The Nightwatcher in similar fashion offered things to Dalinar that might not technicallybe part of his soul. Perhaps, she meant that she could alter his soul so he could obtain such things. I know Brandon said old magic is suppose to be mysterious and without rules. I suspect that Brandon's desire to invent complex rules to govern magic systems is almost an obsessive disorder. I imagine he interrupts his children to ask why that unicorn has the power to run across water. Anyway, what are the implications of this theory? One implication might be thinking about the Unmade differently. Perhaps the Unmade's power comes from what they lack, not what they are? Nergoul lacks empathy, Ashertmarn lacks hope, Re-Shephir lacks imagination, etc...
  2. With no new cosmere books on the horizon, I thought the time ripe for my post-OB comprehensive magic theory. I update my iteration from two years ago to reflect OB, intervening WoBs, and the Forum’s endemic (but helpful) hypercriticism. As always, these are MY INTERPRETATIONS, not canon or even consensus. My goal is to show how cosmere magic fits together. No theory is perfect and there will be jagged edges here and there. Theory has text and WoB support. Speculation expands on and logically flows from theory but lacks specific support. The Appendix applies my conclusions to known magic systems. Please read the main body first. Topics: Cosmere Origin [Speculation] Spiritual Aspects and Connections [Theory] Perception’s Cosmere Role [Theory] Cosmere Thermodynamics [Theory] The Shattering [Theory and Speculation] Shard Magical Uniqueness [Theory] Assigned Investiture [Theory] Types of Magic Systems [Theory] Magic System Rules [Theory] The Role of Planets in Magic Systems [Theory] The Role of Shards in Magic Systems [Theory] “Pathways to Power” [Theory and Speculation] Conclusion Spoiler: Appendix – Applications and Predictions [Speculation] Postscript – What If? Cosmere Origin [Speculation] Raw Investiture pre-exists the cosmere. Raw Investiture spontaneously forms a mind – Adonalsium, an anagram for “a mind, a soul.” Adonalsium then creates the Physical Realm. Pre-Shattering, Adonalsium’s mind inheres in all Spiritual Realm Investiture. He is omniscient, omnipresent, and omnipotent – his mind is coextensive with his Investiture, and his essence comprises the Physical Realm. Spiritual Aspects and Connections [Theory] Brandon says Spiritual aspects are a mix of Connections and raw Investiture. Connections resemble our universe’s “quantum connections” and are not themselves Investiture. Spiritual aspects thus differ only as to their Connections. Each new or lost Connection changes that Spiritual aspect. IMO, Connections alone carry the information that defines every cosmere person and object. Perception’s Cosmere Role [Theory] Adonalsium’s cosmere is an Investiture-energy matrix that manifests to mortals as the Physical Realm. Mortals collectively perceive the Physical Realm’s physical and emotional forces as Connections. They interpret the Physical Realm through these Connections. Brandon says here, here, and here that cosmere magic is a “human construct.” Different planetary cultures perceive different Connections. Rosharans, for example, perceive the Surges as fundamental cosmere forces. Discrete cultural perceptions partly explain why each planet has a unique subastral. Cosmere Thermodynamics [Theory] Brandon says the cosmere generally follows our universe’s thermodynamic laws, but he adds Investiture as a third element to make the energy flows work. Investiture “is my get-out for the laws of thermodynamics.” Cosmere thermodynamics’ first law states the sum of cosmere matter, energy, and Investiture is constant and these three substances are mutually inter-convertible. The second law states the cosmere’s entropy never decreases over time. I believe the key to understanding magic systems is to follow each system’s energy flows. Our universe’s thermodynamics requires physical and chemical reactions to begin with an “activation energy.” Most magic systems activate with the energy from a magic user’s metabolic or physical processes: Allomancers burn metal. Hemalurgists hammer spikes. Selish magic users move (dance, turn essence stamps, stir potions, draw Aons, bend bones). Sand Masters dehydrate (burn water). Surgebinders inhale Stormlight. Feruchemy and Breath transfers (with or without Awakening) don’t seem to require an activation energy. These “end neutral” magics seem to rely on the bare Intent to perform an act of entropy or stasis (Feruchemy) or to transfer Investiture quanta (Breath transfers). That Intent summons a “facilitating power” from the Spiritual Realm to energize the magic and otherwise comply with thermodynamics. The Shattering [Theory and Speculation] Khriss hints the Vessels first kill Adonalsium and then Shatter his power (M:SH, Part Three - 2, Kindle Locs. 931-940.). Brandon confirms this. I believe the Vessels kill Adonalsium’s mind, his capacity to direct magic. The Vessels then Shatter the now undirected power into sixteen equal Shards. This WoB suggests the method: I speculate the Vessels allocate Adonalsium’s power by forging some unique Connection between each Shard and its Vessel. The Vessel’s “general intent/mindset” makes forging that Connection “way easier,” but aligning general intent/mindset to the Shard is unnecessary. Like with kind and generous Ati, the Shard always prevails. Brandon describes each Shard’s “influence and tweak” of Investiture as a “spin or magnetism.” I think this phrase refers to the Connection that distinguishes one Shard from another. A Shard’s “spin or magnetism” Connects the Shard to all its Realmic states. These Connections mark the Investiture source when Investiture, matter, and energy inter-convert. This maintains the 16-Shard balance. An April 2019 WoB says magic users can change Stormlight into Breath – Honor’s Investiture into Endowment’s. Brandon cites one method: “Refining the power somehow into a more pure form.” I think this method strips the Investiture of its Shard’s unique “spin or magnetism.” That undoes the Shattering as to that Investiture. If so, any Shard can now Connect with it. Odium can change his Shard victims’ Investiture into his, rather than merely Splintering the power. This is a big deal. Permanent Investiture changes like this would upset the Shards’ balance. Brandon should clarify this WoB, or we’ll all have to revise our settled wisdom. Shard Magical Uniqueness [Theory] DISCLAIMER: Posters often use the non-canonical word “intent” to describe Shard magical uniqueness, but that term doesn’t distinguish between the role of the Shard’s Investiture and the role of its Vessel. Brandon has yet to canonize any term to express Shard magical uniqueness. Brandon says Shards are I read this important WoB to distinguish (i) the Shard’s unique magic from (ii) the Vessel’s mind that directs the Shard and cultural perceptions of the Shard. I theorize a Shard’s unchanging “primal force/fundamental law/something...natural” refers to the Connection that marks that Shard’s Investiture, its “spin or magnetism.” The quoted WoB identifies Ruin as the “charged term” for entropy and Preservation as the “charged term” for stasis. This other important WoB shows Honor grants his magic “through the filter of” bonds. Shard magical uniqueness IMO stems from this filter, this primal force/fundamental law Connection, not Vessel personality or cultural influence. Assigned Investiture [Theory] The Shattering caused all Investiture to be “assigned” to the Shard with the same “magnetism” as that Investiture: “Assigned” Investiture to me supports the Shard Connection theory. Without these magnetisms, these unique Connections, Shards couldn’t track their own or other Shards’ Investiture after it converts into matter or energy. Autonomy couldn’t find “a gathering of [assigned] Investiture” to create Avatars out of. IMO, Physical Realm matter, energy, and Investiture always Connects to the primal force/fundamental law that creates it regardless of its creator, Adonalsium or a Shard. Types of Magic Systems [Theory] There are two types of magic systems: “interaction with nature” systems, where mortals interact with the magic but can’t direct the magical effect; and Shard-created “people with magic” systems, where mortals can direct the magical effect. “People with magic” systems appear only on Major Shardworlds, where Shards reside. They result from magic users’ “greater strength of access to the magic, and control over it” on such planets. I believe Roshar’s pre-Shattering ecology and First of the Sun’s Aviar are “interaction with magic” systems. Allomancy, Awakening, and Surgebinding are “people with magic” systems. (Some posters name such systems an “Invested Art,” following Khriss.) Magic System Rules [Theory] With some exceptions, I believe all known “people with magic” systems follow the same general rules: 1. Magic users Intend some magical effect. 2. Magic users in most systems infuse their own energy into the magical process to activate it. Feruchemy and Breath transfers – two “end neutral” systems – activate solely on Intent. 3. The magic system uses that energy (or Intent) to summon Shard power from the Spiritual Realm (or Cognitive Realm for the Dor). Spren-based magic converts Physical Realm Investiture into power. 4. The magic user Focuses that power as it Invests them or an object. 5. The magic user directs the Focused power for the Intended magical effect. Khriss describes the magic system rules of Intent and Perception. (AU, “The Selish System,” Kindle pp. 18.) A magic user must Intend to make magic. Magic is a deliberate act. Perception refers to a culture’s influence on magic. On Sel, “language – or similar functions – directly shapes the magic as it is pulled from the Cognitive Realm and put to use.” The Role of Planets in Magic Systems [Theory] Brandon says a planet’s pre-Shattering magic (its “inherent Investiture”); the planet’s culture; and the local population’s sDNA all influence a planet’s magic systems. Most posters including me believe Focuses derive from the system’s planet. A Focus IMO substitutes for the mortal inability to think a magical effect into being (like Shards can). Besides “shaping the magic,” a Focus limits Investiture flow and prevents magic user vaporization. I think all three planetary influences contribute to that planet’s Focus. The Role of Shards in Magic Systems [Theory] I think these are Brandon’s most important statements about the Shards’ magical role: “The 'role' of the Shard has to do with the WAY the magic is obtained, not what it can do,” “The means of getting powers…are related to the Shards, but not the powers themselves.” “Honor doesn’t belong to gravity. But bonds, and how to deal with bonds, and things like this, is an Honor thing.” I read these WoBs to say Shards have two roles in magic systems: They determine how magic users (1) access Investiture, and (2) perform their magical abilities. IMO, magic systems grant access and performance through their Shard’s unique Connection, its primal force/fundamental law: Ruin magic users Intend an act of entropy. A Feruchemist converts their attributes into Investiture. A Hemalurgist spikes through Spiritual aspects. Nightblood destroys evil. Preservation magic users Intend an act of stasis. A Feruchemist returns to their prior state (the status quo) when they re-convert Investiture into attributes. An Allomancer pulls power down metal’s static molecular structure. Honor magic users Intend to enter a bond. A Surgebinder chooses to enter the Nahel bond. Windrunners “lash” (re-bond gravity) to fly. Brandon confirms those three Shards’ primal forces/fundamental laws. I speculate in the Appendix what others might be. Again, I believe a primal force/fundamental law is the “spin or magnetism” that Connects the Shard’s Investiture to its other Realmic states, including to its Vessel and magic users. “Pathways to Power” [Theory and Speculation] Investiture energizes magic. I believe magic systems move that energy down inter-Realmic power lines. Marasi sees Preservation’s metal “pathway to power” when she draws Investiture from the Bands of Mourning: Metal is Preservation’s pathway to power (and Scadrial’s Focus). It is not Preservation’s Investiture. From this example, I speculate other magic systems have their own pathways to power. Pathways generally have these characteristics: They aren’t made from Investiture. In several systems, the magic consumes the pathway. In these systems, the magic ends when the consumed pathway ends. Like metal’s static molecular structure ties to Preservation’s stasis, each Shard’s pathway also seems tied to its “spin or magnetism,” its primal force. I speculate about each Shard’s pathway in the Appendix. I believe pathways differ from Connections. Connections convey information. Pathways seem to convey Investiture. I think “pathways to power” overlap with Brandon’s “natural pathways.” The latter seem to refer to pre-programmed Investiture delivery methods: This WoB confirms magic generally follows natural pathways “built around Adonalsium” that the Shards now influence. Even pre-Shattering Physical Realm manifestations of Spiritual Realm Investiture break Realmic barriers somehow. To me, it makes Realmic sense magic systems might funnel Investiture through a natural pathway other than perpendicularities. Conclusion Like you, I seek cosmere truth. How does this stuff work? Because we don’t yet know cosmere truth, I ask you judge my theory by a three-part “validity” test: (1) Is the theory self-consistent, and does it fit together on its own terms? Would Pattern approve (hmmm)? (2) Is the theory consistent with text and WoBs? (3) Does the theory predict how newly-unveiled magic will work? Precedent suggests readers will focus on the Appendix, where I speculate about individual Shards and their magic systems. If past is prologue, I’ve made many mistakes for you to correct. But I prefer you focus on the main theory, the “big stuff.” The little stuff like magic systems will fall into place if we can get the big stuff right. If nothing else, consider this post red meat during these lean times between books. All the best. C. Appendix – Applications and Predictions [Speculation] The Spoiler applies the magic theory to each Shard with a known “people with magic” system. EVERYTHING in the Spoiler is raw to informed SPECULATION. (Probably true of the whole post, really...) Each time I update a theory, you help me plug more holes – (cough) Awakening – but I feel this iterative process gets us closer to cosmere truth. Here we go! Postscript – What If? I urge you all to read Brandon’s short story Perfect State. Few posters comment about it. In a Matrix-like world, each live human participates 24/7 in their own virtual reality simulation. Brandon’s penchant for foreshadowing makes me wonder: What if 16 virtual characters managed to kill the one live person (Adonalsium) in their simulation? Is the cosmere now a self-executing simulation? When Brandon releases Dragonsteel, will its epilogue show Hoid nattering about a computer program run amok and the failings of postmodern art?
  3. I was wondering about this on my most recent read-through of Warbreaker & SA, because in Mistborn Era 2 we've seen that combining Feruchemy and Allomancy produces some really neat things; I wonder if we have received any confirmation about how other magic systems might interact. Also Hoid is living out his inner Ash Ketchum with Shardic powers so it's going to come up in the future. So yeah, Awakening and Surgebinding. Returned are, according to the coppermind wiki, Cognitive Shadows, however, as shown by Nale becoming a full Skybreaker, that doesn't exactly stop the Nahel bond from forming. Which raises a question: can a Returned become a Surgebinder? If they were to do so, would the different forms of Investiture combine, to allow them to go out into a highstorm with some bright clothes and start mass-Awakening big things? On the other side of things, if one were to create coloured illusions via Lightweaving, could this be used as a source of colour for Awakening? Speaking of Returned, could Type IV BioChromatic Entities become Surgebinders (imagine Nightblood the Windrunner, with its spren taking on the form of a person wielding the sword...)? Going the other way, could a Surgebinder Return? How would that affect the Nahel bond? Would their death cause it to break, and then they would have to spend time reforming it and reswearing the Ideals? Would the newly-Returned even remember their spren? Assuming that it can happen, we're presented with a number of interesting implications. If we fast forward to the more interconnected Cosmere which is coming in later Mistborn eras, it would be really cool to see artists try to desperately acquire a large number of Breaths and a Cryptic or Truthwatcher spren in order to become a better artist. Returned have a headstart by being propelled up into the 5th Heightening straight away, with all of the cool art appreciation features that come with that; a Returned with access to Lightweaving could conceivably create illusion-based 3D artwork with all of the depth and complexity that only another massively Invested Nalthian (or perhaps a Tin savant / relevant Feruchemist?) could appreciate. Add in SoulForging and you've got a seriously upmarket art installation. On the topic of SoulForging, if you spent time on Nalthis and Roshar, could a Forger rewrite your spiritweb to make it so that you became a Surgebinder or Returned? Or an Allomancer/Feruchemist based on a life spent on Scadrial? How would that work?
  4. So. I've been wondering about ways to create Shardblades using different magic systems. So far, there's the original, the Honorblades, which were made by Honor, and grant Surgebinding to the user. There's Sprenblades, which are bonded sentient Splinters which manifest in the PR and grant surgebinding. There's dead Shardblades, which are the Blades of dead spren whose Radiants betrayed their oaths. They have the same abilities of other Shardblades, but do not grant Surgebinding. There's Awakened Blades, such as Nightblood and presumably Azure's Blade. Since there are so few examples, the only common information shared by these weapons is the requirement of Ninth Heightening, and 1000 spare Breaths to Invest the weapon with. These are the known types of Shardblades, but there may be other ways to make one. Possibly AonDor could be used on a regular sword to give it strength, sharpness, and the summoning ability, however, this might only work in Elantris, and the Blade would always exist in the PR. Another method could be pulling a Seon or Skaze into the PR fully. So Aon Blades, Seon Blades, and Skaze Blades might be possible. Scandrian Blades would be different from other blades in that they would not be supernaturally sharp or strong, but they would grant powers and/or be made of Ettmetal, so an Allomancer's Blade would have a strip of Ettmetal in the sword, or an Ettmetal hilt. This could be used with Unkeyed Feruchemy to make the Blade itself a "medallion", and therefore give the user Allomancy or Feruchemy. I'd imagine the most common Blades would be Ettmetal, with unkeyed metalminds for A-steel and A-pewter. A-pewter would let the user swing the Blade with increased power, and possibly be put into the Ettmetal to make the Blade stronger. A-steel would push an opponent's armor and weapons away in a fight if put into the Ettmetal. These abilities might mimic an ordinary Shardblade's ability to cut through almost anything. A simpler option is that the entire Blade is just a metalmind, no Ettmetal involved.
  5. So right now we know Hoid has a bead of Lerasium , has done much research on selish magic systems and it can be inferred he has done research on and might have access to Taldainite magic systems as well. He also might be bonded to a Cryptic , giving him access to illumination and transformation. He has conclusively been known to have used Yolish lightweaving and nalthisian awakening. He also seems to use fortune and healing through some as yet unknown method , possibly through some pre-shattering magic system. He probably has access to other pre or post shattering magic systems as well. Let's just refer to these as Hoidbindings. So now my question is how many of these magic systems can he access ? How many of the magic systems have been bound by Hoid ? He has been implied to use allomancy . Is it true ? If it is , I guess it's due to his access to Lerasium somehow , right ? But he has been said to be a feruchemist as well . This I don't understand. 1). Is it true ? 2). Feruchemy doesn't seem to have an analog to Lerasium , although I guess u could alloy it with atium to get a feruchemy endowing compound ??? 3). I read this other theory somewhere that Hoid is the progenitor of all ( atleast all scadrian) feruchemists. Like ,it said that feruchemy was a pre shattering magic system and Hoid during his newly immortal ill spent youth had a dalliance or two with some women in Scadrial giving rise to the Terrismen. I actually thought this was true but after joining the Shard I realize it's probably false , right ? 4). So then how else could he have acquired or will acquire feruchemy ? Or is it a deadend , that is, feruchemy is totally off limits to him ? So this is my question . Also could u guys list out all the Hoidbindings he has in potential or in reality , pre and post shattering. Thank you.
  6. So, I've got a kind of "Fallout except in a world of magic" type of story going on, where magic is done via a language who's pronunciation has been lost but the symbols are still known and effective for casting spells- with the main magic users being people who study the grammar of this language to figure out how to combine the correct combination of words to make the magic go. Very much a "magic as a computer coding language" type system. Brandon's made some very excellent names for his magic systems and magic users, and his talk of "taking two words and mashing them together" has definite merit- the three metallic arts, biochroma, shard-whatevers. I just can't for the life of me figure out a combination that actually LOOKS good- some kind of combination of coder or scribe with glyph or rune? Maybe use enchantment as a base word? I'm just stumped.
  7. Has anyone ever asked, hypothetically speaking, what form Investiture might take if it were on Earth?
  8. I believe all “people with magic” systems – where mortals direct magic rather than just interact with it – follow the same basic steps. These steps reflect Brandon’s “unified cosmere laws.” A magic user: 1. Begins by infusing energy into the magical process. 2. Uses that energy to summon Shard power. 3. Focuses that power as it Invests the magic user or an object. 4. Directs the Focused Investiture for some magical effect. Energy Infusion Some energy infusion always begins the magical process. Magic users metabolize metal or Investiture, or they move, or they simply command Shard power to add “facilitating” energy (Feruchemy and maybe non-Awakening Breath transfers). Summoning Shard Power I theorize the initial energy summons the magic’s actual fuel – Shard power – from the Spiritual Realm (or from the Cognitive Realm for the Dor). The lone exceptions IMO are Roshar’s spren-based magics because spren transform Stormlight into power rather than summon it. Brandon says, “almost every magic in the cosmere [including Feruchemy] is end-positive, almost every magic is relying upon an external source of Investiture to power it [italics in original].” Focusing Power Every known magic system except Surgebinding grants a single ability through a single Focus. Radiant spren act as a dual Focus for Surgebinders. I believe Cultivation transformed two “natural” spren, each with their own Focus, into Radiant spren. Directing Focused Power The magic user in every system directs the Focused power to produce some magical effect. Application to Each System Following are MY INTERPRETATIONS of these magic systems. I feel text and WoB support these interpretations, but they are still MY OPINION ONLY, not canon. Allomancy – Body heat (or maybe stomach acid) “burns” metals to begin Allomancy. Preservation’s power, Focused by the metal, Invests the Allomancer. The Allomancer directs the Focused power to perform magic. Feruchemy – Brandon’s clear that Shard power “facilitates” attribute conversion. The Feruchemist lessens an attribute (increasing entropy) by summoning Ruin’s power and regains the attribute (returns to stasis) by summoning Preservation’s power. The Feruchemist’s metalmind Focuses both powers. Hemalurgy – Spiking is an act of entropy that summons Ruin’s power through the spike’s metal Focus. Ruin’s Hemalurgic power transfers a magic user’s sDNA to someone else. (Nightblood works the same way – killing is an act of entropy that summons Ruin’s power through Nightblood’s metal Focus. This power allows Nightblood to “destroy evil.”) Awakening – I believe Awakening drains Investiture from colored objects, not color itself. “Color” is the eye’s perception of reflected light. IMO, Nalthis' electromagnetic radiation (EMR) holds Investiture. Colored objects absorb the Invested photons that aren't reflected as color. The drained Investiture provides the energy to summon Endowment’s animating power. I believe absorbed photons are Invested because the drained objects turn gray – like from a Shardblade cut, Azure’s Shardblade, and Nightblood’s drain on his holders, all of which involve Investiture loss. Awakeners Focus the animating power with a visualized command to the object they give Breath to. Sand Mastery – Sand Masters begin by dehydrating. I believe Taldain’s water is Invested, as Autonomy’s Investiture radiates its oceans and circulates through the planet’s water cycle. IMO, Sand Masters consume this Investiture to summon Autonomy’s Spiritual Realm power. Khriss says this power forms a “brief Cognitive bond” between Sand Masters and the microflora that configure the sand. I believe the microflora detect and absorb Sand Master water as they dehydrate, and the bond is made through the water contact. Like Awakening, Sand Mastery’s Focus is the visualized command the Master sends the microflora through their bond. Surgebinding – Surgebinders begin by inhaling Stormlight. Radiant spren transform Stormlight into the power they personify. Spren IMO are Roshar’s Focus. Roshar is the only known planet where Investiture converts directly into power, and spren are the reason. Through the Nahel bond, Surgebinders direct the Radiant spren’s power. Fabrials – Fabrial magic also begins with Stormlight infusion. Like Radiant spren, the Fabrial’s captive spren are Focuses that transform Stormlight into the power the captive spren personifies – light, heat, gravity, etc. The Fabrial user directs that power (in the way artifabrians designed the Fabrial to be used) by turning the Fabrial on and off. Voidbinding – Voidlight consumption begins Voidbinding. As Cognitive Shadows imprinted on Odium’s Investiture, the Fused IMO are Voidbinding’s Focus, each splinter giving access to a single power. Voidlight consumption summons this power from the Spiritual Realm. The Fused then direct their Invested power. Sel’s Magic Systems – I lump these systems together because they were one system before Odium mashed Devotion and Dominion’s power into the Cognitive Realm. I believe Sel’s magic systems still follow the same steps despite their current diversity: 1. I think Sel’s ground holds Investiture like Roshar’s highstorms, Nalthis’ EMR, and Taldain’s oceans do. Evidence: (i) each system’s form is a map of the local topography; (ii) Khriss says, Sel’s “very landscape itself has become Invested to the point that it has a growing self-awareness,” (AU, “The Selish System,” Kindle p. 18); and (iii) Raoden needed to draw Aon Rao on the ground, not in the air, to make it effective. 2. Each Selish system begins with motion – drawing a form, or turning an essence stamp, or stirring a potion, or dancing. 3. Each Selish system summons the Dor with Investiture the food chain leaches from the ground. Shai’s essence stamp uses organic inks. Bloodsealers use their target’s blood. Dakhor monk bones hold this Investiture. Forton’s potions IMO use some organic ingredients. The “mostly Spiritual” Elantrians draw Aons from the Dor because Aon Rao amplifies the Dor in Elantris – but Aon Rao itself has to be drawn on the ground. 4. Each system’s topographic form Focuses the Dor into the desired power. Each magic user directs that power for some magical effect. Conclusion Not every magic system perfectly follows the predicted paradigm. Feruchemy and non-Awakening Breath transfers begin with commands for Shard power to fuel the magical transaction. Surgebinding and Fabrial spren transform Stormlight into power rather than summon it. But for the most part, the paradigm presents a uniform series of magical steps.
  9. This post spotlights perceived flaws in some widely held theories. I don’t necessarily have better answers, but IMO these theories don’t add up on their own terms. My analysis follows the statement of each theory. Theory: Breaths are Awakening’s Fuel Breaths are indivisible. Awakeners can’t use partial Breaths. If Breaths are the fuel, then Awakening should consume some portion of them, but it doesn’t. Something about “color draining” instead fuels Awakening. (“End-neutral” non-Awakening Breath transfers analogize to Feruchemy and are fueled by “facilitating” Spiritual Realm Investiture.) Theory: Water is Sand Mastery’s Focus Consensus defines Focus as the magic system component that “shapes” the magic. Many posters view water as Sand Mastery’s Focus. But Sand Masters dehydrate no matter how they manipulate the microflora that configures the sand. The water instead “forges a brief Cognitive bond” between the Sand Master and the microflora: Sand Masters use Spiritual Realm Investiture “to control the sand.” The “Cognitive bond” seems to give them this ability, suggesting Sand Masters’ thoughts “shape the magic” (much like Awakeners), not the water. Khriss says water causes uncontrolled growth. If it doesn’t “shape the magic,” water can’t be Sand Mastery’s Focus. Theory: “The Nahel bond is obviously of both Cultivation and Honor, but not all Surgebinding is the Nahel bond” I read this statement of common belief on Discord. It contradicts two WoBs that say HOW Shards access Spiritual Realm Investiture is the only magical difference among them: “The means of getting powers…are related to the Shards, but not the powers themselves.” “The 'role' of the Shard has to do with the WAY the magic is obtained, not what it can do.” A 2017 WoB confirms Honor – and only Honor – gives magic through bonds. “Bonds [are] an Honor thing”: “Surgebinding” is the Nahel bond – by definition. Fabrials and Voidbinding also bind Roshar’s Surges, but they are not “Surgebinding” because these systems “obtain [their] magic” through different means than bonds. The means of access defines the system, not what the magic does. This is true even though Cultivation’s spren are part of Surgebinding. “Bonds” on Roshar means a Spiritweb Connection between two people – mortal and Radiantspren. The Fused gain Voidbinding by replacing a Singer’s Spiritweb (filling that void). Fabrials use a captive spren to transform Stormlight into the power the spren personifies. All three bind Surges – manipulate Roshar’s fundamental forces – but they access their magic differently. Theory: Investiture is limitless This theory spins from Brandon’s frequent comment that Investiture is “Infinite.” “infinite” can mean either incomprehensibly vast OR endless. If there’s an endless amount of Investiture, then thermodynamics’ first law fails for want of a constant sum of Investiture, matter, and energy. Since Brandon says it does apply, Investiture can’t be limitless. There’s just an incomprehensibly large amount of it. Theory: The cosmere shares its Spiritual Realm Investiture with the larger universe of which it is a part The issue here is thermodynamics’ first law – the sum of cosmere Investiture, matter, and energy is constant. But that law applies only if the cosmere is a closed, self-contained system. Brandon says the law does apply. Therefore, the cosmere is a closed system. The Spiritual Realm and its Investiture cannot extend beyond the cosmere. Theory: Shard “intents” are divine personality traits Brandon says Shards combine personality with some “primal force” like entropy and stasis. Posters commonly ignore the primal force component to focus on personality. I recently posted my thoughts on this subject. I think a Shard’s primal force converts the personality metaphor into workable magic mechanics. Frost, for example, describes Odium as holding “God’s own divine hatred, separated from the virtues that gave it context.” To translate divine hatred into magic, I think we should look at what hate does. It corrodes relationships, divides people, and numbs feelings to justify bad behaviors. It makes sense to me Odium’s magic breaks people-to-people Connections as its mechanic, freeing a person’s basic instinctual drives from their cultural restraints. This idea might be completely wrong. But it is equally wrong to ignore a Shard’s primal force altogether as so many do. Until next time…
  10. New and updated info is marked in red. This is an idea that I've had bouncing around in my head for a while. I figured that if I put it here all of you can help me shape it into a full system. The idea is that Time is a resource and that all things in the universe hold a certain amount of time. The amount of time an object holds is based on how long it has been in that state. For example, a human that is 20 years old holds 20 years worth of time (give or take how many days they are from their birthday.) The way this works as a magic system is that there are certain people that can draw from these wells of time that each object has, this allows them to say, take 10 years out of a rock and put it into a tree. This change has a physical effect on the objects because the objects are actually aging or de-aging. This change would have different effects on different objects, for example in the aforementioned scenario, the rock would likely not change much because 10 years is not much to a rock. At most the rock might get a little larger because it doesn't have the 10 years of erosion anymore. But to the tree, 10 years could mean a drastic change in appearance. 10 years could mean the difference between a 2-foot sapling and a 12-foot tall tree. Drawbacks The main drawback is that Time cannot exist without affecting something. What that means is that the average Time manipulator could not hold more than at max around 60 years. Any more than that and they risk dying of old age. Parameters Time cannot exist without affecting something. This means that no matter what is holding the Time, be it a rock, person, plant, or even a building, it will either be moved forward or backward in its timeline depending on how much it's holding. Time can only be pulled out of an object to the point where it last changed form. What this means is that if you take for example a broken sword, even if the sword is 30 years old, if it broke when it was 20 years old you cannot pull more than 10 years out of it because it changed from when it broke. Likewise, if a man lost his leg at 19, you could not de-age him past 19 because the loss of his leg changed his form. There is one exception to this rule, however, If you have both parts of the original object, like the sword, both the handle section and the blade, then you can de-age them at the same time and fuse them back together. Due to the fact that you obviously could not have every molecule of a broken object, it is possible to pull Time from a broken object with having all the pieces. But this takes more time and concentration. Essentially, the more you have of the original object the easier it is to pull Time from it. The past is set in stone, the future is not. This rule is in two parts, this first means that anything that happened in the past cannot be changed. This means you could take time out of a painting till it was just a canvas, but no matter how much time passes, when you put time back into the canvas it will ALWAYS become the same painting. The second part of this rule is that the future is fluid and ever-changing. This means that if you add time to say a hunk of wood and it becomes a beautiful carving, if you take that time out of that wood reverting it backing to just wood there is no guarantee that when you add time back into it again that it will still become a carving, it may become part of a chair instead. Memory's are not lost when a person loses Time. All this means is that memories are tied to a individuals identity, not their body. This means that if a person who was 60 transferred 40 of those years into a rock, thereby de-aging themselves to be only 20, they would not lose the memory's that gained during the 40 years they got rid of. 90% of the time, you must be touching the items you wish to change. It is possible to change an object that you are not touching, only by passing the Time through multiple objects. This can be incredibly hard to do and causes a lot of mental strain. The more objects that the Time has to pass through, the harder it is. Objects will always attempt to return to their present-day form. What this means is that if you add 100 years into an object it will try to shove that time back out so that it can return to the form it should be at the present time. The farther an object is from its starting point the harder it will push. So if an object is 100 years older or younger than it should be it will leak slower than if it were 1000 years older or younger. I don't know the ratio yet, but they don't tend to leak much until they are at least 150 years off of where they belong. Objects will only leak into things directly touching them. There are certain materials that are resistant to the effects of Time, what that means is that they work as insulators so that even an object that was 2000 years older than it should be could not leak into them. Them main insulator materials are gemstones. P.S. This means that you could build a sword with a diamond insulated handle that had 15000 years into it so that when you hit anyone with it they would get so much Time shoved into them they would essentially disintegrate. When multiple objects are isolated, the Difference (how far off they are from present form) will equalize. This is loosely based on the "every action has an equal and opposite reaction" law. Essentially it means that if you had a rock with a Difference of 100 years and a rock that was in present form and you put them into a diamond-lined bag so that they could not leak into anything but each other, they would equalize so that they both had a Difference of 50 years. At that point, they would stop because they would both be pushing on each other with the same amount of force. It is WAY easier to tap into the TimeWells if you have a Focus. Focuses can take the form of a variety of different things but the most common is a pocket watch. Whatever the focus, it must contain a gemstone, Quartz works the best. They are most commonly used by placing one hand on the object one wishes to change, and holding the watch in the other hand. The one affecting Time then focuses on the face of the watch, visualizing the time running backward or forward for the object. Gemstones do not function under the same rules as everything else. This is the reason that they work as insulators. Time does not naturally flow through gemstones. This does mean that Gems can be used as storage for Time, but pushing Time through the Time barrier that they possess can be difficult. Also, because Time effects Gems differently they can be used for a variety of purposes. I hope I explained this clearly if you have any questions or ideas I'd love to hear them. After all, feedback is the reason I posted this. I am currently writing a book based on this magic system, a feedback topic for that is located here: Killing Time Edit - Typos and updated information.
  11. Because what better place to go for help designing a magic system than a Brandon Sanderson fan forum, right? One of my big inspirations in designing a magic system has been Sanderson's Metallic Arts in the Mistborn books. I especially admire the storytelling simplicity of Allomancy, a list of ten twelve sixteen powers that are easy to remember, thematically linked with each other (Pushes and Pulls), and all seemed like an intuitive fit for the kind of epic fantasy heist novel that The Final Empire was. I'm trying to do something similar, only instead of making powers that would fit well within a heist novel, I'm trying to think of interesting magical abilities that would fit within a detective/mystery story. How the magic will work is already decided, but I'm having trouble actually deciding what it will do, if that makes sense. I'm trying to think of a good thematic link for them that also would make them useful to a detective-like character. I'm leaning towards two ideas: Magical effects that alter the user's interaction with/perception of time (since interacting with the past seems like a very useful magical skill for a detective character) Magical effects that share a thematic link to blood (since blood sacrifice and bloodletting are an important component of how the magic will work) Basically, I'm looking for ideas on not how the magic will work, but what it can do, and giving the "things magic does" a connecting theme/element so they don't feel like a bunch of generic fantasy spells thrown into a box. Any suggestions are welcome. If you need more details on the "how magic works" side of the equation, I can elaborate, though in general I'm leery about giving away too much.
  12. I am making my own magic system. It has been in development for a long time. The issue is I know I want there to be eighteen elements, but I can only think of seventeen. I have put them into pairs as well. I am open to suggestions for the last element Edit: I have come up with the last element, but I need some help coming up with descriptions for each one. Use this link to access the document. It is set to suggesting. That means that I will approve the changes made. .
  13. In the Coppermind article on Investiture, it says "Methods of accessing Investiture can be broadly divided into two types: physical and mechanical," but it doesn't expound on that. So what does that mean? What magic systems are physical and what are mechanical?
  14. We see on multiple worlds that the intent of a Shard is directly related to how the magic system on that world functions: Awakening on Nalthis is the giving of Breath to something else; bonding a spren on Roshar requires honoring oaths; end-positive Allomancy and end-negative Hemalurgy on Scadrial; etc. So, how is Sand Mastery related to the intent of Autonomy?
  15. So we all know that one of the main things that Brandon is known for throughout the industry is his genius and incredibly in-depth systems of magic. Everything from Feruchemy, to Surgebinding, Allomancy and even the Shardblades (not really a system so to speak...I mean they kind of are..). My question for my fellow Sharders is what one is your favorite? It doesn't have to be the most in-depth and complicated one but rather the one that gives you the most joy to read about. For myself it's got to be Allomancy, something about the constant manipulation of the steelpushing and ironpulling to maintain a sort of flight is very appealing to me.
  16. Okay, so awhile ago @Unlicensed Hemalurgist had a thread about needing help with a Sandersonian magic system for a mystery novel (click here to view it), and that got me thinking. I need help with a magic system I'm currently working on, too, so why not post a similar thread (yes, I am admitting that I'm a copycat). Anyways, my story isn't exactly a detective story. It's an Alternate History / Cyberpunk / Urban Fantasy story set in the year 2134 in a really, really crappy alternate version of earth. Here are some ideas for the magic system I already have: There are four branches of it: Physical, Mental, Spiritual, and Digital. You can specialize in one or two branches, or generalize in all four. Some specialists have minor-moderate skill in their non-specialized branches, but not to the extent of a complete generalist. You have to be born with the talent to use it, but you choose whether you're a one-specialist, two-specialist, or generalist. Whether you have any skill in your non-specialized branches depends on how skilled you are at magic in general. It's sort of a combination of Allomancy and AonDor. It also might have tattoos as part of it, but I might not. It cannot be used to "enchant" objects. Also, for those of you who are curious, although the magic system has been common knowledge and was commonly practiced for centuries, the main point of divergence from our history was in World War 2.
  17. Arrival has been an obsession of mine since first seeing it. The way it unfurls a deep mystery surrounding a unique language which turns eventually into to something VERY unexpected. SPOILER ALERT (Major for Arrival + Minor for The Cosmere Novels) – If you haven't seen Arrival, go watch it. If you haven't read Mistborn, the current Stormlight books, or Elantris, go right now. Read them. Thank me later. Then continue reading this. While Sanderson has talked about magic systems in films such as Harry Potter and Star Wars, there's something much more to Sanderson's books that I don't think any film has quite captured until now. The unravelling of mystery through discovering the truth about how the world works. Let me explain this. In Mistborn we see the world through Vin. Much of Vin's story takes place doing research and trying to decipher the truth about Allomancy, Feruchemy, and Hemalurgy. It's through discovery and revelation that the plot unfolds. Same goes with Stormlight, our bookworm being Shallan. It's through her's and Kaladin discovery that most of the plot moves forward. Finally, the entire story of Elantris is built upon Raoden discovering the truth about the Shaod. While it's Sanderson's non-cliche form of Fantasy that makes him stand out in this genre, the true stroke of intrigue is that each of his stories is built upon mystery – and a very unique type of mystery, almost like solving scientific ones. In most mystery stories, the truth is built upon "Who did it?" or "What actually happened here?" but Sanderson presents very different and unique mysteries built around understanding the world and the way it really works. Arrival, as far as I see it, is the first film to do this. We've seen similar mysteries in Animes, such as Full Metal Alchemist, and in shows such as Stranger Things, but Arrival is the first film of it's kind to dive deep into a mystery that pays off with an almost magic-system-like revelation in the end. Our protagonist explores a language and tries to decipher the alien's intent. Her discoveries lead to her having the ability to see time linearly almost allowing her to time travel, in a sense. It's an ability anybody can learn, it seems, but it takes a deep understanding of a language very few are likely to be able to interpret and learn. Anyway, what are your thoughts here? Do you agree? Also, any other films you think fall into this category?
  18. Hey, So I have no idea if this has been talked about before or if the idea is new, but I recently started thinking about investiture and the way it works. So I was wondering if all power in the Cosmere comes from one main source "investiture" and each magic system is basically a "lens" which you use to channel investiture into different forms e.g. different metals cause different powers in Mistborn and the Aons and their modifiers change the way AonDor acts. Therefore is it possible to combine multiple "lens"/Magic Systems to create new powers not necessarily connected to the original system where combinations of magic systems create new different magic systems. Anyway, it was just a thought and I think it would be an interesting thing to see especially with Hoid collecting different types of investitures, he could have weird unexplainable powers caused by mixing investitures.
  19. I'm probably oversimplifying some pretty complex issues here, and retreading some old ground. But, as I understand it, all end-positive magic systems in the Cosmere are basically this thing: It's called the Fun Factory(tm). You put your Play-Doh(tm) underneath the red flap, then you push the flap down. The pressure forces the Play-Doh through a hole, extruding it into a funny shape. The blob of Play-Doh that goes into it? That's your investiture source. Preservation. Stormlight. The Dor. It's raw Shardic power. Formless and without specific function. The Fun Factory is you. The Allomancer, or Surgebinder, or Elantrian. You draw that raw, amorphous power into your body, and you turn it into something direct and specific. A force of repulsion against metal. 'Awesomeness' that reduces friction. A light source, or a deadly fireball. But what's that blue thing? That's the hole that your Play-Doh is extruded through. And you can swap it out for a different one. This is the piece that determines what shape your Play-Doh takes. In allomancy, this would be your metal. Each metal produces a different effect, channeling your Preservation-power into a different magical ability. In AonDor, it's the Aons themselves. Which Aon you draw determines the magic. It's the same in Forgery, Dakhor, and ChayShan. All across Sel, it's the shape you make that determines your magical action. On Nalthis, it's about the command. Every awakened object does something different, because each is given a different command. Metals. Shapes/forms. Commands. This blue thing... is the focus. So really, I think this is the definition of focus: It's the element of a magic system that determines the magical effect, or the precise action of investiture. It's the category whose internal variation corresponds to the versatility of the magic system as a whole. (Here's the WoB that backs this up: Which brings us, inevitably, to the question of Roshar. A common theory (endorsed by the Coppermind) is that gemstones are Roshar's focus, because Surgebinders and fabrials both rely on gemstones. But my definition disagrees. Kaladin can draw stormlight from any gemstone (or from a non-gem source), and his powers always remain the same. Whether he uses emerald broams or diamond chips, flying is still flying. Lift, notably, doesn't need gems at all. To find the focus, look for what distinguishes one type of magic from another. What distinguishes an Adhesion-binder from a Transformation-binder? I think there's only one logical answer. It's the spren. Each surgebinder-type bonds with a different spren. Sure, some spren offer overlapping surges, but the basic fact remains: the magic you can do is determined by the spren you bond. The metal you burn. The Aon you draw. The command you give. And fabrials? Fabrials use specific gemstones because specific gemstones trap specific spren. The real exception to this is the Honorblades, which provide surgebinder-bonds, but are not spren. Or are they? They look and behave exactly like ordinary shardblades. Bonding, summoning, cutting. They're not self-aware, like spren are, but they're clearly the same type of entity: splinters. Objects made of investiture. Honor's investiture, which seems to be inherently bond-forming, whether it's sentient or not. So the focus isn't spren, exactly. It's bond-forming splinters -- a category which consists almost entirely of spren, but also includes the Honorblades. This opens up some interesting speculations of Voidbinding. Is it done by bonding different spren, i.e. Voidspren? Or is it like on Scadrial, where different magic systems use the same foci? Maybe Voidbinding is just surgebinding, but with a different power source. Maybe Kaladin could intake the 'voidlight' from the mysterious black sphere, and access a new power-set.
  20. This thread is a mix of a few things all stemming from my notice of cliches built around Magic Systems and World Building. My Hopes For This Thread: To discuss everyone else's opinion on how they feel about tropes/cliches in Magic Systems and World Building. To challenge the fellow writer's out there to begin thinking differently when creating; to not settle for what's easy. To learn who out there thinks in similar ways as myself but also to learn strong oppositions. What This Thread is Not For: It is not a place to get defensive. I want myself and others to be challenged by this thread. Allow yourself to open up to opposition. This doesn't mean you shouldn't defend your stance – we want that. Just don't be upset on opposing views nor defend little things simply to defend your honor. It is not a place to attack someone. The last thing we want is someone presenting an opinion to have it attacked belligerently. This is a discussion and debate, not a place to over-react or criticism. So without further ado, let's start by talking Elemental Magic. The one thing that begun this thought process was in something I noticed in many writers abounding with desire to write fantasy. Can we move on from Elemental Magic? Don't get me wrong. I love the elements. I love the magic built around elements. Mistborn is basically elemental via metal. I am also obsessed with Avatar/Korra. But seeing "Here's my version of Earth, Air, Water, Fire." in every place you look gives me negative emotions about it. I think elements are key to magic. I think having magic perhaps based on only one element would be extremely awesome. But it feels contrived at this point. Not to mention, most writers are trying to take Elemental Magic and give their own spin on it. In turn, we only get a convoluted mess of a system that has too many powers for someone without a spreadsheet to get a grasp of. What is your take on this?
  21. Hey, I'm working on a world and, while the magic is pretty well written, my world building is somewhat lacking. Could you maybe help me flesh some things out? I've got this much figured out. I know it's not much to go on, but maybe you could figure out some places that the creatures here would choose or be forced to live. Thanks for the help!
  22. So hey, I'm new here and I apologise in advance if this has been brought up/answered before. I was wondering, what with the localised magic systems on Sel, why is it that the Elantrians seem to retain their overall appearance and physical changes (e.g. Raoden being able to run faster than other humans etc.) when travelling to Teod, but not their specific powers? Similarly, the Dakhor monks don't just become "normal" when leaving Fjorden, but retain their... modifications? I actually have multiple questions about this. Is it possible that they could reach a certain distance from their homeland where even these changes would fade and they would revert to normal human beings? Or do you believe that they will stay the way they are? It seems, IMO, that the Shaod can only take someone in Arelon and one can only become Dakhor in Fjorden, but while the "activation" of these processes can only happen in a specific location, (at least some of) their effects are kept even if someone travels to another place. Similar to this is the case with Forton's potions, which I read (somewhere on this forum) are confirmed as somehow Invested, but are still effective outside his homeland. If this is the case (and I'm just wildly speculating here), if someone were to change themselves (or even an object?) via Soulstamp/Essence Mark and then travel to another country, would it hold? It's pretty clear from other examples that you would not be able to apply the stamp elsewhere, but would it be "rejected" once taken away from MaiPon? Of course I could be wildly wrong here but I wanted to ask what everyone's opinion on this is and whether or not Brandon has said anything about this that I've missed.
  23. Hi guys! I have been thinking a lot about how Allomancy and Feruchemy are genetic, and how the blood lines are being diffused, and realized that unless something big happens about it, it will probably almost die out. There are already no new Mistborn or full Feruchemists being born after just 300 years, and even though Brandon Sanderson has said that there will be a Mistborn assassin in the modern day trilogy, I don't see how even weak Mistings or Ferrings could still exist in the sci-fi trilogy unless Harmony gives some sort of power boost to mankind. There were no Mistborn, and only weak Mistings, before the Lord Ruler gave people the Lerasium, and Feruchemists only were around because the Terris people were so secluded and only ever reproduced with other Terris people. So I think that either Harmony gives someone Lerasium, or does something else about the Allomantic and Feruchemical potential in people. Unless he does, the sci-fi trilogy will be really boring.
  24. At the February 25 Austin signing for Calamity, a questioner asked Brandon, “How many magic systems are in The Stormlight Archives, and how many of them [have been seen?]” Brandon’s answer: I would say the only major one you haven’t seen is Voidbinding, it depends on how you count them. I count fabrials as one, Surgebinding as one, and Voidbinding as one. And then the Old Magic is kind of its own weird thing. This is Brandon’s most definitive statement (that I’ve seen) regarding Roshar’s magic systems. Let’s look more closely at what the three systems have in common and why the “weird” Old Magic doesn’t fit with the other three. I’ll then address the peculiar features of each system. Common Features Each of these magics (other than the older non-spren fabrials) rely on spren for their efficacy, including the Old Magic. The three “systems” all use the same “powers of creation” in some fashion. They differ from one another only in how the system gives access to and expresses the powers. The Old Magic in contrast seems to use only a few of the powers of creation, if any, which differentiates it from the “systems.” Brandon has said the powers of creation are just “tools” (emphasis added): [T]he powers granted by all of the metals—even the two divine ones—are not themselves of either [Ruin or Preservation]. They are simply tools. And so, it's possible that one COULD have found a way to reproduce an ability like atium's while using Preservation's power, but it wouldn't be as natural or as easy as using Preservation to fuel Allomancy. The means of getting powers—Ruin stealing, Preservation gifting—are related to the Shards, but not the powers themselves. I interpret this statement to mean that magic systems wherever located differ only in “the means of getting powers” and how the powers express themselves. How do each of Roshar’s magic systems differ? Surgebinding We know that the essence of Surgebinding is the Nahel bond. That is the “means” by which Surgebinders “get” the ability to use the powers of creation, which on Roshar are called “Surges.” Q: The ten Surges on Roshar, I think you said are basically a different set of laws of physics. A: Yeah. Q: Are those laws of physics consistent throughout the Cosmere? A: Um, y-y-yes, to an extent. You would consider, like - it's kind of weird because I based them on the idea of the fundamental forces, but this is kind of like a human construction. Like you could say that physics is pure and natural, but we're still putting things in boxes. And the scientists on Roshar would for instance consider being able to travel between the Cognitive and Physical Realms as a force, the thing that pulls people back and forth between that, as a fundamental force. I don't know if it would fit our definition of a fundamental force. That statement is also from the 2/25 Signing. IMO the reason the Nahel bond gives a Surgebinder access to the Surges is because the bonded spren is cognitive investiture. The bonded spren uses its mind to direct the Surges it controls as the Surgebinder requests. The Surgebinder thinks what he/she wants to do and the spren does it. Forum consensus (but not canon) is that Honor and Cultivation combined their investiture to create the Surgebinding system. This is an example of what Moogle calls “intent-meshing,” but what I call “mandate-meshing” since I think “mandate” is the textually proper word for what we’ve been calling “intent.” (See the HoA Chapter 79 Epigraph.) Honor’s mandate is “to bind,” as Syl tells us. Honor’s investiture creates the Nahel bond. But the bonded spren are a mix of Honor’s and Cultivation’s investiture. The two exceptions IMO are Bondsmiths’ spren (the Stormfather, Honor’s Cognitive Shadow comprised of pure Honor investiture); and Truthwatchers’ spren (pure Cultivation investiture, though connected to their KR’s SpiritWeb by Honor’s Nahel bond). I base my conjecture on the fact that these are the only two Orders “inside” the KR Order Chart (what I call the “Round Table”) that appears on the front endsheet of WoK. Argent has asked the question, “out of the potentially hundreds, if not thousands of spren types, why do the Radiants bind with only ten?” I believe the answer is that the ten spren types who became Radiantspren imitated the Honorblades. Each Honorblade is capable of two Surges. Only spren capable of exercising the same two Surges as each Honorblade - IMO the right mix of Honor's and Cultivation's investiture - would bond with KR. Other spren would have a different mix or be something else entirely. Those spren couldn't exercise the same Surges as the Honorblades. They cannot be Radiantspren. Fabrials There are two broad types of fabrials – the modern fabrials mentioned in the WoK and WoR Ars Arcana and ancient fabrials that seem not to rely on spren at all. We’ve seen two examples of ancient fabrials – ones that enable Soulcasting and Regrowth (the Transformation and Progression Surges). We don’t know whether the fabrial “magic system” includes both modern and ancient fabrials or one or the other. Brandon has said that “Fabrials can replicate all of the Surgebinding abilities.” Arguably the Honorblades themselves are non-spren fabrials that grant the ten Surges. The Oathgates are another ancient fabrial, but they require a “living” Shardblade – a spren; these may be more akin to modern fabrials, but maybe not. All fabrials of whatever kind require Stormlight to operate. The WoR Ars Arcanum author, believed to be Khriss, is “more and more convinced that [modern fabrial creation] requires forced enslavement of transformative cognitive entities, known as ‘spren’ to the local communities.” Note that Khriss confirms that spren are comprised of cognitive investiture. Modern fabrials lock the spren into specific types of gems. The color, cut and size of the gems appear responsible for attracting the spren, its imprisonment, the amount and “wavelength” of Stormlight the spren gain access to, and/or the type of magical output the fabrial creates. Khriss categorizes fabrials into five “groupings”: Altering (Augmenters and Diminishers), Pairing (Conjoiners and Reversers), and Warning. Fabrials “appear to be the work of dedicated scientists, as opposed to the more mystical Surgebindings once performed by the Knights Radiant.” While Khriss seems to write the Ars Arcanum contemporaneously with WoR events – she knows of the Jah Keved half-Shards, a recent development – she seems ignorant of the KR’s re-emergence. IMO the two distinguishing features of modern fabrials are the use of gemstones to capture spren and reliance on merely sentient spren. Surgebinding uses the more heavily invested sapient Radiantspren for its magic. “Altering fabrials,” for example, “seem to work best with forces, emotions or sensations” like heat, pain or wind. We know that sentient spren have access to the Surges too: windspren, for example, can use Adhesion to trip people. I also believe that whatever spren is imprisoned in spanreeds gives the users access to the Transportation Surge: the writing is “transported” over distance. Voidbinding There’s been some excellent speculation about Voidbringer magic, most notably on this thread begun by Argent. Brandon’s 2/25/16 statement clarifies, however, that listener Stormform cannot be “voidbinding,” since we HAVE seen that magic. Lightflame in that thread suggests that listener Stormform is Voidbringing, since that form enables the listeners to summon the Everstorm, the phenomenon that will “bring the Void.” Lightflame distinguishes Stormform from the “Voidish Forms” that Argent lists as the believed counterparts of the KR Orders: Nightform, Decayform and Smokeform. As Lightflame notes, these forms are mentioned in the listeners' Song of Secrets. Stormform by contrast is mentioned in the listeners Song of Winds. Stormspren’s ability to cause lightning and violent winds appears innate, like windspren’s Adhesion ability. Neither seems to require Stormlight. There's no need to replicate the discussion on Argent’s thread, linked above. Instead, if you’re interested I suggest you read the entire thread, since the posters there have helpful insights. It’s clear (to me) that Voidbinding resembles Endowment’s reincarnation of the Returned more than any other magic system we’ve seen. Voidbinding in all its known forms relies on the powers granted to/by the Unmade, the listener “gods.” These former listeners are remade by Odium’s investiture. Nightform: “as the gods did leave, the nightform whispered…” (WoR Chapter 23 Epigraph). Decayform: “a form of gods to avoid, it seems…” (WoR Chapter 24 Epigraph). Smokeform: “Crafted of gods, this form we fear. / By Unmade touch its curse to bear…” (WoR Chapter 31 Epigraph). Oh well, all my theories about “Voidbinding” being a combination of Honor’s and Odium’s investiture – Honor “binding the Void” – are now out the window… The Old Magic But I still have hope for this one. Also at the 2/25/16 Event, Brandon and a questioner had the following exchange: Questioner: I kind of envision the Old Magic working a little bit like Hemalurgy, where some[one] takes a part of the Physical DNA of the person and transmutes it onto the Cognitive DNA because everything seems to be a Cognitive shift for the person. Am I thinking along the right lines? Brandon: You are thinking along very-- Yes you are thinking along the right lines. I won’t tell you exactly but you are thinking along the right lines. I hesitate to infer anything from such a squishy answer. (And PLEASE future questioners, do not invite such an answer by building it into your question, as this person did. It probably wouldn’t have made a difference, but it’s best not to provide Brandon with an “out” in advance.) I’ll assume that the “right lines” the questioner was “thinking along” refers to a quasi-hemalurgical connection between two entities affecting one’s Cognitive capacity. Brandon’s answer conveniently parallels my theory that the Nightwatcher – purveyor of the Old Magic – is a combination spren consisting of the Cognitive investiture of each of Cultivation and Odium bound to one another by Honor: Cultivation boons and Odium Cognitive curses. As Brandon says in the opening quote of this post, the Old Magic is “weird.” You can read my theory and its many detractors, so I won’t repeat it here. In summary, the Nightwatcher is the Cognitive element of Odium’s imprisonment in Greater Roshar. Conclusion That’s all, Folks! Enjoy the rest of your weekend!
  25. I'm pretty new to the 17th Shard--and forums in general, really--but I've been an avid reader of Brandon's works since I first read Elantris about five years ago, and I've been aware of the greater Cosmere since I noticed Hoid world-hopping in Warbreaker. As such, I figured I might as well join the discussion, but please bear with any forthcoming ineptitude on my part. All that aside, I figure that with Mistborn: Secret History out we know more than enough about Realmatic Theory to be able to start to analyze and classify the magic in the Cosmere. Moreover, perhaps we might be able to explain exactly what is occurring in the Cognitive Realm when certain things happen. (EX: What happens to someone's Cognitive Shadow if they're killed or maimed by a shardblade?) I also thought it might be fun to speculate about how different powers would interact. Like what would happen if a Mistborn tried to burn a gem filled with stormlight, or if a Surgebinder tried to draw investiture from a filled metalmind. I apologize if somebody's already made a similar post to this one.