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Found 72 results

  1. I'm developing a magic system that relates to the manipulation of the four fundamental forces of the universe/nature: gravity, electromagnetism, weak force and strong force. I'm trying to come up with a name for this magic. Any suggestions?
  2. Hey there! After my binge of Cosmere books this year, I figured to try my hand at creating my own magic system somewhat in the same vein as Brandon's works. Here is a quick overview of what I've come up with so far: The three categories: The magic is basically subdivided into three essential categories from which abilities stem. These categories are the Expansive, the Compressive, and the Distributive category. Expansive here means that, by spreading something of your own being into the outside world you bring about magic effects. Opposite to that, Compressive abilities work based on drawing something of the outside world into yourself to perform the spell. Finally the Distributive category is neutral in this sense and works just through, well, re-distributing things within yourself or your surroundings. Now, each category supplies three basic abilities, resulting in nine basic arts. These nine arts are then distributed to nine classes of magic wielders in pairs of twos. Thus, each class can access two basic abilities, and each ability is used by two different classes. In some cases, the basic abilities bring forth class-specific sub-abilities. The nine abilities and classes: Expansive abilities: Ruin: Matter is aged or broken by touch, which accelerates decomposition or straight up breaks material bonds. Used by Cometflingers and Tyrants. Aura: One's own presence is spread out into the surroundings and amplified to intimidate/terrify others or inspire loyalty/awe in them. Used by Tyrants and Strongholds. Suppression: A thick mist is created which suppresses sight, hearing and smell. Used by Strongholds and Mistwalkers. Pneuma: Additionally, Strongholds can combine Suppression with Aura and use the mist to raise and control the dead. They themselves, however, will be unable to move while doing this. Compressive abilities: Perception: Gives enhanced awareness to other people's presence and furthermore enables one to recognize the patterns of their emotions, resulting in an indirect sort of mind reading. Used by Mistwalkers and Gutthinkers. Mimicry: Eating lifeless matter and digesting it allows one to take on a property of that matter, i. e. digesting glass could make you translucent. Only works once digestion has begun, and you usually wanna use up all of your material as to not poison or harm yourself. Used by Gutthinkers and Starchewers. Convergence: Events in the immediate future, which have already become inevitable, can be foreseen. Used by Starchewers and Dancers. Dancers can furthermore use Convergence to slow down time around themselves, resulting in more precise and quicker movement. The ability lasts only briefly, however, as it requires stopping your own heart for the duration of it. Distributive abilities: Polarization: Objects are polarized by touch to magnetically attract or repulse each other. It's possible to use this ability in fractions and on yourself. Used by Dancers and Shifters Shiftminds. Focus: Reflexes can be enhanced significantly, but only at the expense of your cognitive abilities. Used by Shifters Shiftminds and Changeminds Couriers. Regeneration: Changeminds Couriers can significantly accelerate and amplify healing functions of their bodies by entering a trance. Arsenal: Objects that the wielder can hold in their hands can be stored away in a pocket dimension and be retrieved from there. The latter requires some concentration, however. Used by Changeminds Couriers and Cometflingers. Eye Colour, Asheyes, and the Iridescent Elixir The fuel required to use any of the nine abilities is Eye Colour, directly corresponding to a person's irises. Eye Colour is consumed when utilizing the abilities and cannot be retrieved or restored by humans. When a human runs out of Eye Colour, they become what is known as an Asheyes. The name stems from the white-grey colouring of their irises and the little red and orange specks therein, looking like dying embers. Eye Colour can be replenished or even stored beyond normal humans' capacity through use of the Iridescent Elixir, a colorless liquid that someone else's Eye Colour has been stored in. Applying it like you would eye drops, Eye Colour is absorbed by your body. The eye's actual colour is not linked to what Eye Colour was stored in the Elixir and instead depends only on the person receiving Eye Colour. The process of making Iridescent Elixir and putting Eye Colour in it is called Extraction and is jealously guarded by an order of monks. Since generally anyone could Extract Eye Colour from other people, the monks have made it their duty to keep the details of Extraction a secret and to manage and guard all Eye Colour economy so Eye Colour is only Extracted with consent of its owner. They have set up countless stations across the country to Extract and sell Eye Colour to armies or noble families or rich wielders. Selling your Eye Colour is somewhat of a last resort way to get quick money during hard times. Alright, that's about all that I've worked out so far. Some things that I am still developping: How does Extraction actually work? What do the monks do to people, and how is the Iridescnt Elixir made? Is there only a select few people who can even use the nine abilities to begin with? How are they distinguished from others? How do you find out you can use the magic? What criteria decides which of the nine magic wielding categories a person falls into? How quickly is Eye Colour drained? How much do the different abilities consume, and does it happen instantaneous or at a fixed rate over time? What other changes could come with becoming an Asheyes? Now, I would be thrilled to read your feedback on all this! I personally am a little worried if some of this hits too close to Surgebinding and BioChromatic Breath. I also haven't been able to come up with a nice name for the system, and some of the categories and abilities probably aren't quite up to par yet either. Anyhow, looking forward to comments, suggestions, critique, questions, anything. :>
  3. We saw, in Elantris, the Dakhor monks with twisted bones and bodies due to the warping resultant of their magic. I assumed that the symbols twisted in their bones were the Dakhor equivalent to Aons, but we saw very little of their magic aside from it's enhancement to the Dakhor monks' bodies and their ability to counter or negate Aons. Do we know whether there is more to Dakhor magic than this? Is one able to create magic similar to AonDor as the Elantrians can? Or is it a more passive application of the Dor? Thanks in advance for your input.
  4. Edit: I don't if this has been asked before as I'm new. What's your favourite system and which would you like to be in possession of? My favourite would have to be Feruchemy. Being able to store energy or thoughts in metal sounds perfect for my life style!
  5. I wanted to share some of the magic systems I made with you guys, but then I thought to make it a discussion so we could like help each other develop our systems, and it just seems like good fun! Here are three systems that are the most developed so far: 1) Resonance - (This has an actual book associated with it, so spoiler warning, I guess? Don't want to sound conceited just dislike giving out spoilers without any warning!) This was made based on the usual mana to spell magic, like fireballs, but I put up some limitations for the system so that it's a true system. The main resource is called "Echo" (might change it to echoflow or echotide, so it's not confused with the regular use of the word "echo") Echo is life energy and the mages of this world (called Resonators) can tap into their Echo to produce one of three physical interactions: Force, Heat, and Light. Most Resonators only have one resonance, but some can have all three (called Cadent, you can see my inspiration from Mistborn lol). The resonance is determined by how the Resonator most naturally stimulates their Echo: Dynato (Force) let their Echo 'thrum' before letting loose at its peak, Ignitran (Heat) quiet their Echo for a moment before firing a burst of flame, and Luminar (Light) pretty much just take Echo from their own bodies and convert them into floating lights (like Magelight basically). The more Echo used the more powerful the effect, but if a person uses too much of their Echo they're in danger of dying or falling into a coma. A Resonator can also infuse items with Echo to give that item their resonance, though Cadents can't infuse. There's also a newer rarer kind of Resonator which uses one of the three resonances but in reverse: Still Force, Heat, and Light, but their absence instead (or opposite with Force). The way these effects are achieved is kinda to stimulate their Echo in reverse, so thrumming but letting lose at a low point attracts things instead of repels, revving the Echo to a breaking point then suddenly quieting it sucks the heat from a targeted point, and taking Echo away from a place instead of supplying it creates darkness or shadows. The reverse stimulation is a major plot point in the story. 2) Forge - A system which requires two or more specific things to work and is fueled by the users memories and understanding of concepts (literally). This was inspired by me mishearing someone say something about using memory as fuel and like your usual spoken spells. In this there are three systems: *Word Forge - which uses 2 to 4 words linked together to produce effects, and is best suited at less abstract effects. So saying "fire ball" would conjure a ball made of fire which would float in mid-air with no direction before dissipating. The user will temporarily forget the words they just said. *Image Forge - connects two or more images to summon creatures or items. These can be cut together pictures, drawings, etc. as long as there are two or more previous things combining to create one new thing. A user can save Forged drawings without summoning them, for later. A user will then forget what exactly their item/creature can do which forces the user to rediscover what it does, the image is also consumed but not the medium it was made on, so a drawing would disappear but not the paper, and a picture would have holes in it, etc. All memories of an Image Forged thing will return if the thing is destroyed or de-summoned. *Command Forge - connects one key word and one or more command words to produce effects. Can handle more abstract concepts like gravity or flight and can produce trickier effects like saying "Self. Twenty meters forward" which will then boost the user forward exactly twenty meters by their understanding. The user will forget the meaning of the command words, but not the key word, and the commands are based on the user's understanding of the concept (saying "Self. Transcend" does not work.) 3) Aspect Naturality - A magic system with 7 aspects. Each person born into the world has a naturality to 2 aspects (and nothing more), or in some rare cases no naturality at all. The 7 aspects are: Balance, Focus, Intuition, Instinct, Grit, Ferocity, and Vigilance. The aspects are triggered by doing certain actions that lean into that specific aspect, so the people of this world created several martial arts to channel each aspect, though a user can learn any of these martial arts, they can only trigger the two aspects that they are natural toward. Each aspect has a passive and active component: *Balance passively gives the user a greater understanding of balance and actively allows to shift their center of gravity, *Focus passively calms the user under pressure and actively see and react to things in slowed time (though their actions are not accelerated accordingly) *Intuition enhances the user's sense of direction and gauge how much damage a strike will do *Instinct enhances the user's danger sense and lets the user feel where a hit would land on their body (but without the pain associated) *Grit allows the user pain tolerance and slight anchoring in space *Ferocity numbs empathy and increases muscle mass *Vigilance lets the user learn faster and detect minute details (like muscle movement before a punch) This system was inspired by Absolver pretty much, just all of it lol Would like to hear your systems too and/or thoughts on my own, these could still use some more development!
  6. From the album Stormlight Fan Art

    I finished this fan art of Shallan yesterday! I know that it doesn't look anything like her and her outfit is not accurate to the book, but it was fun to create something new. It took me about a week from start to finish. Which is a long time for me, I usually like working on a project from 2 to 3 days, but this was a good practice. I hope you like it and please share with your Stormlight friends! I will be posting a SpeedPaint of this picture friday on my YouTube Channel, so stay tuned! Who is your favorite character in the Stormlight series? Comment below! Instagram: @ kaelintwede YouTube: Kaelin Twede Deviant Art: KMTwede

    © Kaelin Twede

  7. No theory, just some idle speculation. We know that the Rosharan System was not Rayse's original stomping ground. He's a late-comer that invested in the native magic system, co-opted so that the magic he drives looks rather similar to the Shards in residence. Badvadin does the same thing on Scadrial making new kandra with a different god metal. My question is, if Rayse had different priorities and did what most shards do i.e. finding a planet of their very own and pouring their investiture into it, what would his magic system ultimately look like? According to Realmatic theory the intent of the Shards drives the magical interactions. For example, Hemalurgy ruins, Allomancy preserves, Surgebinders both bind and cultivate. With a Shard whose Intent is hate, how would that manifest in a magic system?
  8. Hello everyone! It's me again with another extremely confusing question for you or maybe I'm just dumb and it has been mentioned before but meh. You might remember me from my previous question where I confused people by asking how duralumin interacts with higher metals? Now I'm asking a different type of question. Namely about the magic systems instead. We know that what we call 'magic' is known as investiture in the cosmere. We also know that the way investiture manifests itself depends on the influence of shards. However, we also know that one of the most intriguing characters and coincidentally, my favourite character, has acquired numerous artifacts. As in the title, I mean Hoid. Check it out here Back to my point. We have seen him use certain abilities that are not native to Roshar. However, remember me earlier saying that magic systems manifest themselves depending on the shard native to that world? In that case, how is Hoid able to use non-native magic? Ponder on in confusion and let me know what you think because honestly, this confuses the heck out of me. Cheers!
  9. Hey again, So I've been wondering about the whole special importance of 16 in the Cosmere and its relevance but after thinking about it for a while I realised I could only come up with 2 places where 16 is important (Shards of Adonasium and Investiture on Scadrial). Not only that but the number 10 has as many if not more places of importance (10 surges, 10 essences, 10 heralds, 10 fools, 10 biochromatic heightenings) granted lots of these are on Roshar and could have the same root cause but the 10 Heightenings make me suspicious. Then there's AonDor which oddly has 62 Aons and no real reason why. So I suppose I have 2 questions, 1) Why is there a deviation from the importance of 16? 2) Are then any examples of the importance of 16 that I missed? Any help would be greatly appreciated
  10. I've read all of the cosmere so don't worry about spoilers for me at least. But I was wondering what the strongest manifestation of investiture was I.g. What I Brandon's strongest system of magic( including resonances and that good stuff) and why? If there is a factual answer to this I'd appreciate it but I'm asking this as an Opinionated question. If this is included somewhere else I apologise.
  11. I've read through some past threads regarding creating magic systems, but they were almost too specific for what I needed. So here are my questions: - What elements/themes do your favorite magic systems contain? - What types of limits do those systems have (to keep people from becoming all-powerful)? - What makes a magic system believable to you? I started creating a system based on different gemstones (different types unlock different kinds of magic, i.e. elemental, healing, arcane, etc.), but I kept running up against walls in making it work right. I'm not looking for direct advice about my system-in-development (though I wouldn't say no), just some ideas of what readers and other writers find works for them.
  12. So I've heard good things about the Magic in Aether of Night and would really like to know about it as it is apparently still canon but I was never able to find a copy of Aether of Night or any description of the magic online. Could someone please explain the magic to me? I would really appreciate it.
  13. So I love thinking about what I would do if I had the powers from the Cosmere and its all well and good imagining being a majestic Windrunner streaking through the skies saving lives but in normal life that's incredibly unlikely (yeah, I get the irony that having powers at all is unlikely but that's another issue). So my question is if you could have any Cosmere powers in everyday life what would you have and how would you use it? My personal choice is being a full Feruchemist and here are some of the ideas I came up with - Running for the bus, use some steel speed you stored while sitting at your desk all day - Pizzas getting cold, use some brass to warm up your hand and the pizza - Finding it difficult to fall asleep as neighbours are too loud, store some hearing in a tin mind and the neighbour's noise fades away as you go deaf - Someone farts on the train, tap some breath so you don't have to smell it - Need to pull an all-nighter, tap wakefulness that you stored on your last day off - That jar lid just too tight, use some strength stored while you were laying on the sofa watching tv - Want to binge some junk food store all the excess energy in a Bendalloy mind and eat to your heart's content. The options really are endless, I really wish I could be a Feruchemist but if I can't be one imagining my powers is the next best thing
  14. What would happen if you flared gold? Or atium? I am asking for a friend. He also asked what would happen if you flared copper, so I told him that it would just extend the coppercloud. Any thoughts, insoght, anything?
  15. Okay, a really simple forum topic that we can do to pass the time till oathbringer releases, DeathBattle is obviously a cosmere version of the youtube series of the same name. We pick two characters, with no holds-barred, just who would win in a fight to the death. I'll start you off with 3 (If you are arguing about a battle please make sure you qoute JUST the selected fight and NOT the entire message) - The Lord Ruler (After he loses Ascension power, basically just a lersaium fullborn) VS Szeth-Son-Son-Vallano (with a nahel bond to what we assume MAY be nightblood) - Odium (Rayse) Vs Ruin (Ati) - Vin (Pre-Ascencion, No mist-burning) Vs Lift (I do not know much about Lift as i haven't read "Edgedancer" yet but i know about her magic) -- Please note that all battles will take place on a perfect replica of yolen, same size, gravity, and other cosmere standards. take the gravity differences into account, as roshar has relatively light gravity, and scadrial has quite heavy gravity, meaning Scadrians will be faster and stronger, while Rosharans will be weaker and slower (not by much however, it isn't a HUGE gravity change) UPDATE: the third three battles have been resolved! The Winners Are: - It's a tie! neither one has the full capabilities to kill the other! - The Girls win this one! Jasnah has a close-ranged insta-kill in the form of soulcasting and vin can 1v1 any of the two! - Spook Easily Beat Adolin! It's pretty clear a shardset is no match for a mistborn TOURNAMENT EVENT! PLEASE PAY ATTENTION! IT HAS BEGUN: here are the contestants! Tournament Entry’s: The Format Goes like: Contestand - Person who submitted it (Coach) - Native planet Marsh - Winter Devotion - Scadrial Vasher - Zodiac - Nalthis Arclo - Cloudjumper - Roshar Raoden - Asterion137 - Elantris Vin - Taliax - Scadrial Kelsier - Toaster Retribution - Scadrial Jasnah - Agent34 - Roshar Kaladin - Idealistic - Scadrial Elend - Nohadon - Scadrial Denth - Nathrangking -Nalthis BRACKETS: (These were completely randomized, i used a random number generator numbering the characters 1-10) Kaladin Vs Arclo Vasher Vs Raoden Marsh Vs Jasnah Vin Vs Denth Kelsier Vs Elend GOOD LUCK TO ALL, THE WINNER GETS TO FIGHT A NON-COSMERE THREAT (And the coach get's bragging rights)
  16. Introduction Since my trip to Wisconsin, and talk with Brandon, I have been constructing a theory in my head about the exact function of how Magic is used throughout the Cosmere. Using various WoBs and different example from the text I planned out a post that went through each magic system and explained how it works at a realmatic level, and how it uses Investiture to affect the Physical, Cognitive, or Spiritual Realm. Today i finally sat down and wrote the whole thing this morning and formatted it this evening. If you see any discrepancies or false claims, feel free to comment after reading. If you have anything to add, please do so as well. See the the WoB and refrences down below that are numbered according to where they show up. The corresponding number will be posted within (parenthesis). Enjoy! Magic Allomancy The genetically inherited sDNA of an Allomancer gives them connection in the spirit web that a person does normally have. When a person is snapped this allows for a shard's investiture to flow through them using these inherited spirit web pathways, I believe these pathways are what endows each power, with each new pathway (or pathways group) giving them 1 Allomantic ability.(1) When the investiture flows through them they channel it into said pathways, giving them the ability to change internal (zinc, brass, etc.) and external (copper, bronze, etc.) phenomena within the three realms. Zinc and Brass both use the investiture to influence a being's spiritual aspect through the cognitive realm. Copper uses its investiture to disrupt the pulses that investiture gives off. This is similar to how Shardplate makes it harder to affect the wearer with emotional Allomancy (2). Bronze uses investiture to recognize these pulses and translate it into something the allomancer can understand. Tin eyes and thugs use the investiture to bolster the physical connections in the spirit web. Brandon has described the realms as the spiritual realm being a light, the cognitive being the beam, and the physical being the surface that is hit. Tin eyes and Thugs circulate more investiture than normal through parts of the light as to make the image on the surface brighter in some areas.(3) Iron and steel use investiture to generate kinetic energy in the physical realm by using connection in the spiritual realm (Kelsier or Brandon, can't remeber which likened looking into the spiritual realm to the steel sight of an inquisitor or the blue lines on an allomancer) to relate the general mass of the allomancer to what ever the investiture is pushing on. I believe that with enough investiture, a steel pusher could push on normal objects and people, but that it more easily affects metal because the investiture is keyed in by metal, so it is a path with MUCH less resistance. This is just a theory, however, and is only backed up by the fact that Inquisitors can see all things with Steel Sight. Duralumin forces all investiture out through the connections instantly, amplifying their affect in that instant by flaring it more than could normally be achieved. Aluminum immediately forces all investiture out through that connection, wasting it all and throwing it back into a shard. Nicrosil and chromium do these things, but to other Allomancers.(4) Gold and Electrum both use investiture to strengthen other connections that could have or will be. This gives images in the physical realm that the allomancer can see. In other words, it shows connections that aren't actually there yet, which gives off a limelight in the physical realm, which only leaves a ghost image in the physical realm. These ghost images grow in power until you are given a near vision, if flared hard enough as a powerful allomancer or when used with Duralumin. Atium does this, but with the external world. When burned hard enough or with duralumin it breaks the Atium Magic connection itself and allows you to glimpse into the spiritual realm. Cadmium and Bendalloy do a similar thing, which is why they are in the same category as Gold and Electrum. They enhance connection to the overall timeline, which brings your physical self closer to said spirit connection, kind of like a timey whimey steel push or iron pull. If it is a future connection, you, and those around you (again, external) rush towards the future. If it is towards the past you put on the time brakes and skid, leaving you and those around you closer to the past than normal. Lerasium gives you all the above connections, but as to its other effects I cannot guess. Feruchemy This magic works in a similar fashion, but instead of snapping in new connections, it utilizes the connection all humans are born with. This is why a snapping isn't required (same with Awakening). It raises the "Investiture pressure" of these different connections or lowers them, and stores the extra inside of the metal mind keyed to that connection via metals. This is why a person cannot use another's metal mind. The investiture that it has been affected by has the marks (or identity) of that person's own spark of life (or innate investiture). I think that new investiture is still added to the soul when the sDNA is inherited, but it just enhances or connections rather than adding completely new ones, so extra space from a snapping is not required. Iron, Steel, Tin, Pewter, Electrum, Gold, Bendalloy, Cadmium, Bronze, Brass, Atium, and Zinc all work this way, very simply. Gold is a little more interesting than those others because it is similar to how Stormlight heals, and will probabaly be similar to how many other magic systems regenerate the magic user. Copper is a bit different. It completely erases the memory that exists and stores it. Adding more new memories back then stored still does not require extra snapped out space because gaining new memories is a function that happens unmagically. Chromium works pretty basically, but has interesting implications. In Secret History [spolier]One of the Ire alludes to people being able to find locations they wish to find by using Fortune (4). Brandon has also said that Hoid uses Feruchemy to be where he needs and wants to be. Nicrosil allows one to completely store away their extra magic imbuing connections in a similar way that Copper can completely store memories. I'm not sure if you regain your connections when you stop storing, but I doubt it. The ability to gain extra connections does not require extra snapped out connections because everyone has the ability to have extra connections added. Aluminum stores your sense of self, or Identity. We have not seen much of this power directly in action but we know that . Duralumin works by reducing and enhancing one's Connection to an area. This allows for someone to have connections similar to someone who has grown up in an area, giving you an understanding of the local languages, etc. When Compounding is used to fuel Feruchemy I believe that the Investiture used in the Feruchemical charge is able to ride the new pathways to the old ones they affect, essentially taking a path of least resistance, and thus increasing the investiture efficiency when used. It's like like getting energy from a poor conductor, then shooting it back through a super conductor rather than using a bad conductor once again. You get more energy back in then usual. This is again, just a theory, as I have no way to prove that allomantic connections are any better than regular ones at carrying investiture, but this makes sense to me. Hemallurgy: Before I explain how I think this works I want to look at the Three Realm Light analogy once more. When the light is turned on, specific portions of the light correspond with the image upon the surface. When a Hemallurgic spike strikes the portion of the image that corresponds to where a magic inducing connection is on the light, it uses ruin's investiture to pierce the three realms (Like a perpendicularly, Brandon alludes to what I am speaking of now in my Madisson report) and absorb the connections and investiture that is there. This spike can then do the reverse, and spit out those connections and investiture back into a new soul. This is why everyone can use Hemallurgy, it doesn't utilize connections inside the host to key into investiture, but rather it uses the type of metal to do so. I can't explain the connection to blood, but I just want to point out that blood is related to the spiritual realm, so there is probably something going on there. Maybe it acts as a insulator for the investiture and connections within the spiritual realm?(5) Surgebinding When a person who is snapped bonds with a Spren it fills the snapped out space with new connections, similar to Allomancy. When a person speaks their oaths it adds more investiture pressure to these new connections similar to Feruchemy and also increases investiture efficiency within these connections as well as in the enhanced healing, speed, and strength connections. This process allows for the magic we see utilized in the surges, which I will explain below. Before I get to how exactly the surges worked I also want to talk about the spren side of things. I think that as more oaths are spoken, not only are the spren dragged farther into the physical realms, but they are also imbued with more connections and also allows them to key into Honor's investiture to transform into powerful invested objects. Shardblades work by being invested enough to puncture through the realms in a similar way to spikes, and then rip off and destroy parts of the soul. Nightblood is so much so invested that he can completely evaporate a being's entire presence in all three realms. Sharplate works by being invested enough to disrupt other investiture. It basically stops Shardblades from being able to puncture the wearers spirit web. Since it is so heavily invested it also deflects allomantic pulses and other investitures. We don't know much about many of the surges, so I will explain the ones we have seen. I will update this theory as we learn more about the surges. Gravitation This magical connection works by internally affecting the Shardworlds connections and hold onto a person. It does similar things externally to objects that are lashed. Adhesion This works by manipulation the part of the spirit web that deals with air pressure, making the portion of the physical image that deals with air pressure more so bright, which sticks other physical objects to it. Illumination This works by creating ghost images in the physical realm in a similar fashion to Gold and Electrum. I think this allows Truthwatchers glimpse images of the future and allows Lightweavers to... well... weave light. Soulcasting This one is pretty unique compared to the ones we have seen so far. This works by allowing the magic user to create new connections in another soul, and then forces investiture through those new connections to make them the path of least resistance, transforming the spirit web and changing the physical realm image. Adhesion: Works in a similar way to Abrasion, but with friction instead of air pressure. AonDor Now this magic system I don't really understand, because we still don't understand how it is initiated. I will probably update my theory on this subject when it how initiation works on Sel is told to us in Arcanum Unbound. Awakening This works by sending pulses of investiture into an object in a similar fashion to emotional Allomancy, with the command being an analogue to the emotion that a rioter wants you to feel. This investiture then creates new connections in the Awakened Object's spirit web, giving it a kind of sentience. When enough Investiture is used to create this mind it can create near complete Robot like minds, such as Noghtblood. So basicly, Awakening is like coding a soul, and then using investiture to power that soul. Lifeless already have code there, and stone lifeless are a similar enough image to leave an impression of a code, so they are able to follow the new code given to them as if they were a human. The breath cannot be taken away, and I'm pretty sure this is because of the complexity of the person or type IV's spirit web, kind of in the way that the beyond cannot take away Cognitive shadows as easily if they have more spiritual connections. The different Heightenings work in a similar fashion to Feruchemy, in that it enhances various preexisting Connections within the spirit web. Effects of Magic Use of any magic within the Cosmere, or any handling of Investiture, effects ones spirit web. One way it can be effected is by the investitures Intent. Any investiture, no matter how small, affects ones personality with its mandate. In large amounts this can lead to a person subcoming completely to the Intent, becoming a shell with which the power acts. They are basically just riding the power at that point, as opposed to directing it. This happened to Ati, most likely.(12) Another way Investiture is Savantism. This happens when wasted investiture accumulates in l, basicly investing these different connections. When I talked with Brandon at Oddesey Con it was confirmed that things have been invested and are used to the investiture in their souls begin to wither away when there is no longer investiture running through it, such as the stones and wood in Elantris. When this happens to an Allomancer it gives them extended abilities with these connections in the soul, but leaves them in a burned out a damaged state when not burning. Looking at Spook and the Three Realm Light analogy, I belive that he left those areas on the light too bright for too long and ended up burning the image surface. While the light is dimmer, the image remains burned, leaving him with the effects that he had. These damages can be looked as as boons, but are especially dangerous in the physical Allomancy connections.(13)(14)(15) Relevant WoB (1) Brandon: Over time using the magic will invest you, on Scadrial. Most of the power is not coming from, on Roshar the power isn't coming from the person either (He cut himself off, so I assume this is how it works on Scadrial even though he didn't finish his thought) so I'm going to have to back up on that one and say, yes, the mistborn are as invested as a Knight Radiant, because in both cases the majority of the power is coming from somewhere else, but there is the spirit web. Investing the wrong term, but you have all these connections in the spiritual realm, so yanking you away from them, or rewriting them (like soulcasting or forgery) is harder. (2) Brandon: Yes, investiture disrupts investiture. It's harder for her to even soulcast a regular person than, say, a rock. (3) I could find this refrence, although i just read it hours ago. If anyone finds it splease PM me and i will update this post. (4) BRANDON SANDERSON (REDDIT) 1. It's consistent in the Spiritual Realm. Location isn't particularly important there. 2. Very interchangeable, but not always simple to apply. 3. Investiture can not be created or destroyed. It follows it's own version of the laws of Thermodynamics. JOE_____ (REDDIT)So what happens to the investiture that is lost when a person is spiked and the spike isn't set in the new person immediately? Does it return to the big pool of investiture in the sky like the power from wheel of time where if its not actively being used it returns to the source? BRANDON SANDERSON (REDDIT)What happens to someone's body when it's not being used by a particular person? The system is built to work like that.(5) Brandon: Right, Hoid talks about Perpendicularities on Scadrial, if you go look at that there are certain places he talks about that. ,eyes just say that large concentrations of investiture can cause a puncture through the spiritual realm straight to the physical realm. If you know how to use it, you may transition. That's not the only way but is the primary way. Guy: And of of Course you can soulcast (Elsecall?) to get there. Brandon: Yes. Guy who asked about the four armed spren: Now that's a very interesting analogy you just made, you said "punctured" almost as if it were a spike. Brandon: Yes, yes, that was intentional. (6) QUESTION Can Odium pick up pieces of a Shard without changing the nature of his Shard? BRANDON SANDERSON Any investiture, over time, will slowly change one’s personality, no matter how small that investiture. (7) INTERVIEW: Mar 20th, 2014 WOR Signing Report - IronCaf (Paraphrased)IRONCAFIn what ways is the process of becoming an allomantic savant like body building or other exercise?BRANDON SANDERSON [Paraphrasing] That is not an inapt metaphor for it. It's like a wedge gets in the soul and cracks it, and investiture can fill it up. IRONCAFAnd using allomancy breaks it further? BRANDON SANDERSONYes. (15) Random lady: In Elantris it talks about how to wood and stone in the city is rotten and crumbling. Why does this happen? Brandon: This is because when objects become Invested for long periods of time their spirit web changes to accomodate the investiture. When the investiture was pulled up of the stuff in Elantris it's spirit web was severely damaged so it showed that in the physical realm. This happened with the Lord Ruler when the Bands of Mourning were ripped out of him. Conclusion If there is anything you guys think I should add or fix, please let me know and I will update the thread. Feel free to share your thoughts.
  17. From the album Highstorm MTG Deck

  18. From the album Highstorm MTG Deck

    Dustbringers and Skybreakers felt like a perfect flavor fit for the deck.
  19. From the album Highstorm MTG Deck

    Dustbringers and Skybreakers felt like a perfect flavor fit for the deck.
  20. From the album Highstorm MTG Deck

  21. From the album Highstorm MTG Deck

    The cover of Oathbringer keeps track of my floating red mana. After finishing this I considered making tokens for the other three colors using the WoR art of Shallan (white) and a sweet fan art I saw of the chasms (green or black), but that's a project for another day.
  22. From the album Highstorm MTG Deck

    The highstorm from the cover of The Way of Kings keeps track of my floating blue mana.
  23. From the album Highstorm MTG Deck

    Kaladin (via the cover of Words of Radiance) keeps track of my storm count. It felt fitting.
  24. From the album Highstorm MTG Deck

    Third goblin token is Szeth. Although maybe he shouldn't be appearing on the battlefield in such numbers... I'm going be summoning like twenty of these at a time after all.