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Found 25 results

  1. It's interesting to see that even temporary changes made to the Spiritweb can leave permanent changes to the Spiritwebs of a person's offspring. For example, we see this in the Koloss-blooded, where they retain a portion of their Koloss parent's strength, toughness, and altered genetic makeup. Listeners and Singers are capable of doing something similar with humans, being able to produce half human and half Listener/Singer children. Additionally, a Listener's or a Singer's Form is very similar to what Hemalurgy does, but in a more natural fashion. I think, therefore, that if a Listener or Singer had a different Form "equipped" that their offspring with a human would have effects from that Form, similar to how different Hemalurgic constructs should have different effects on their offspring. This could be part of why Horneaters and Herdazians have such different ethnicities (though it could also be due to more mundane reasons, such as being separate long enough to make distinct changes to their gene pools). As a side note, another interesting way that changes to the Spiritweb have been seen effecting offspring is due to Lighteyes; their Radiant ancestors had eyes that were only temporarily lightened, yet their children have a more permanent eye color change.
  2. So here's an idea I've been wondering about for a while; When Allomantic or Feruchemical powers are stapled onto someone via Hemalurgy there is very little physical or cognitive warping, just enough to shift organs around and not kill the recipient of the spike (except for Steel Inquisitors, but more on that later). However, when human attributes are added to a human (or animal) they mutate into crazily different beings- they become a Hemalurgic construct. I have a hypothesis as to why this is and some proof to help back it up. Basically, my thinking is that the human attributes are very closely tied to the rest of the Spiritweb because they are a more integral part- you can live and function as a human without Allomancy or Feruchemy, but you need "strength" and "senses" to be considered a standard healthy human. The human attributes are deeply tied to you being human, basically. My guess is that when a Hemalurgist tears off a piece of the Spiritweb with a spike, they do so sloppily because they aren't aware of the Realmatics and therefore cannot give an accurate Command to the Investiture. The spike takes more than what was intended, ending up with a bunch of "useless" bit and pieces. This isn't so bad with power spikes because they aren't tied very deeply to the human aspect, hence the reason they don't cause so much warping in the recipient, but attribute spikes lead to fundamentally changing their bearer. As for the changes we see in Steel Inquisitors (extra height and scratchy voice) those may be caused by simply having so many small extra bits taken along with their spikes that there is a little warping involved. I also hypothesize that it is possible for a Hemalurgist to train themselves to be better at preventing this, similar to an Awakener and get better at wielding Hemalurgy with better and more accurate Commands. Visualize it like this; the first Hemalurgists were wielding it like someone would a crude, jagged knife and who has only very basic (nearly nonexistent) medical knowledge- they can technically cut into someone to perform surgery, but they weren't very good at it and they took a bunch of stuff they didn't intend to as well. A Hemalurgist who really knew their Realmatics and had practiced with Hemalurgy extensively may be closer to an expert surgeon wielding a highly precise scalpel to delicately perform an organ transplant. Basically, a really, really skilled Hemalurgist may be able to give something akin to Kandra Blessings to humans without turning them into inhuman creatures. Now, for the proof part; we know that just having attribute spikes of the right kind isn't enough to make a Kandra, even when adding more spikes- if a Mistwraith ate a Koloss they wouldn't make a Kandra, they'd become something else with less awareness. https://wob.coppermind.net/events/90/#e4580 And https://wob.coppermind.net/events/90/#e4652 This suggests that something more must be done to create Kandra spikes, which I believe could mean taking more specific things from the donor's Spiritweb to. To further back up this claim, look toward the Hemalurgic Chimera- they are made with only one spike yet have changes brought to them large enough to surprise TenSoon. Plus, I'm pretty sure that Trellium is supposed to take powers, not attributes (Set members having those spikes and not turning into inhuman creatures), but they can still bring physical warping if the Hemalurgist charging them uses the correct Commands and has enough skill (Bleeder has multiple functioning Trellium spikes that acts as half-Blessings but still grants Allomantic or Feruchemical powers). Additionally, we know that you can have a Kandra Blessing that uses non-attributes, such as with ReLurr's pewter spikes, which suggests that you can optionally go the opposite direction and take more from a donor to bring a more significant change, which makes it viable for bringing sapience to a Kandra (or possibly making Chimera from humans). https://wob.coppermind.net/events/7/#e7081 I hope that these are coherent, but I know that I have a tendency to become incoherent when I ramble If anyone wants clarification, please ask and I'd be more than happy to have a conversation about my ideas.
  3. The title says it all. To elaborate, I'm wondering if it is at all possible to use Emotional Allomancy to control an Inquisitor through the cracks of their Spiritweb, given that we have never seen it done before. Granted, there are some good reasons for this. Practically no one knew about this "Hemalurgic backdoor" and the ones that did couldn't and/or wouldn't try it. By the time this was discovered, Ruin had escaped, and no one could contest a Shard's hold. Inquisitors had access to Allomantic copper, possibly multiple times over, which was an excellent counter. Inquisitors have sapience and willpower, and if the Allomancer fails, Adonalsium have mercy upon them. I'm wondering if I have some of the facts wrong, or if there's a reason all its own for this to never happen. Otherwise, to cover all my bases, let's assume a group of several Soothers (or Rioters, but for the sake of argument, Soothers) with several Nicrobursts got together Post-Catacendre, and tried to overwhelm Marsh's copper and willpower with a combined Push. Excluding divine intervention, is there any reason this would not work?
  4. Most forms of Invested healing in the Cosmere use the Spiritual aspect as a blueprint filtered through the Cognitive aspect to direct the Investiture in question so that it heals the Physical aspect. But how can you heal the Spiritual aspect then, if the blueprint itself is damaged? Does the Cognitive aspect take complete control then, or what?
  5. Would an Invested power gained temporarily via Feruchemically Nicrosil be a valid target of Hemalurgy, since it is an actual change made to the Spiritual aspect?
  6. A Nahel bond is able to form in the... jagged (?) edges of a person's soul/spiritweb, right? They need to be at least a little bit broken for it to take hold, unless I've misunderstood. From what I've read, a spiritweb is cracked specifically by trauma. Would any trauma do, if the soul was sensitive enough, or only significant soul-shattery type ones? How else would, say, an infant, form a Nahel bond except to have been born susceptible to spiritweb cracks? [A specific example is below, with possible spoilers from Words of Radiance] Do you have any thoughts on this? Do you think a child be born with a cracked spiritweb, or must the circumstances of their life and emotional journey make it possible? Thanks in advance!
  7. Does anyone know what the spiritual metals do? All of the definitions are relatively simple for the 12 other metals, but the four spiritual metals seem intentionally vague. Chromium seems simple enough- you get unlucky when you fill it and lucky when you draw on it. What happens when you fill a nicrosil metalmind? Does it take away your power or abilities while you fill it and give you more when you draw on it? Is it like a Kandra blessing, with a more passive effect? Do you forget who you are when you fill an aluminum metalmind? What would it do if you fill it? I think that the duralumin metalminds slow down or decay connections when you fill it and somehow form connections faster when you draw upon it.
  8. All people have a Cognitive Aspect which is formed of Investiture (as technically everything is). Upon death this Aspect begins to dissipate, just as the body begins to decay. An infusion of Investiture to the body will heal it and an infusion of Investiture to the Cognitive Aspect will maintain it. Living people are effected by other people’s perceptions. The effect is simply minimized for unknown reasons. In contrast, the Cognitive Aspects of objects and non-sapient creatures do not have whatever safe guard minimizes this effect on living sapients and are strongly effected by perceptions. Shadows seem to fall into an in between area. They’re less effected by perception than non-sapients, but they’re more effected than living sapients. Whatever safeguards living sapients appears to be damaged, though a strong enough infusion of Investiture or exposure to the Spiritual Realm may help. What’s even more interesting is that there’s some indication that the whole problem is tied to memory and the limits of human capacity for it. It’s possible memory is the safeguard. There are some indications that an ordinary living sapient who lives too long will begin to have the same issue as a Shadow. And others that indicate natural immortals may avoid the issue. It’s also worth noting that Vessels seem to have a similar problem and some take advantage by trying to shape perceptions of themselves in particular manners. (Note that most Vessels are alive.) To me this indicates that the problem is less of perception and more a matter of Spiritual Connection. If the body is the physical function, and the Cognitive is the consciousness, it seems like the Spiritual is the totality of our lives experiences: the web of memories and connections we form throughout our lives that define who we are. It seems to me that as the Cognitive Aspect reaches its natural threshold for recall, it begins to lose its ability to access portions of that web, almost like a magical version of Alzheimer’s disease. It’s as though the Connection between Consciousness and Experience begins to fray, leading to the weakening of the Self. I’m going to call this the recall threshold: the point past where a Cognitive Aspect can access the sum totality of its Spirit Web. If something happens to expand the Cognitive Aspect’s ability to ‘recall’ or if something stimulates this, the Cognitive Aspect will ‘remember’ itself. In the absence of a whole link to the Spiritweb, I think perception takes its place. That’s a type of Connection too, but it’s one formed by the collective experiences and memories of other people. If you don’t know who you are, then you have to take it from other people. Imagine someone with amnesia, being told ‘You are X. You work as a Y. This is your family.’ etc. and determining who you are based on that. Except on a much broader and unconscious scale. In this hypothesis, as the ties from the Cognitive Aspect to the Spiritweb fray, the collective Consciousness, the perceptions and Connections of and with other people, act to shore up the fraying supports. Over time, as the ties between Realms continue to weaken, this collective consciousness becomes a pseudo-Spiritweb shaping the way the Cognitive Aspect defines itself while still allowing that self to maintain some definition. This has little to do with whether it’s the original person, or soul, or not. It’s not a problem of perception - indeed, perception would actually be acting as a symptom reducer - but a problem of Connection between Realms. The problem that Shadows face would simply be a result of those ties being damaged by having died. Just as a person loses their Connection to the Physical, they also lose their Connection to the Spiritual upon death. When a Shadow has their Cognitive Aspect stabilized, it stops the severing process and may even reverse some of the damage. But it seems reasonable that these Connections between Realms are no longer whole. The Connection to the Physical, for example, needs to be intentionally restored. If the tie to the Spiritual remains damaged, then it would be more vulnerable to breakdown than that of a living sapient. So while both living and Shadow will experience the recall threshold problem, a Shadow will experience the effects much sooner. This effect would apply to all Shadows over time. In fact, it would apply to all non-natural immortals. Even natural immortals could, in theory, eventually hit their (presumably much higher) recall threshold and experience the effects of the loss of Spiritual Connection. In conclusion, whether or not a Shadow is the original person’s consciousness/soul is immaterial and remains a philosophical problem (as per WoB). The problem is one of Realmatic Connection that would ultimately effect all sapients, with the closest Physical Realm equivalent being something like Alzheimer’s or other disorders of memory. The fact that increasing the recall threshold or decreasing the distance between Realms can heal this damage would be indicative of this problem not being tied to original personhood of a Shadow, but to a greater Realmatic effect to which Shadows are simply more susceptible due to their weakened ties to the Realms.
  9. So Ive been into the cosmere for a while and have been searching the forums for this but I can't find any answers. Savantism is the end result of overflaring metals too often and damaging the spiritweb as a result yes? Questions are: How exactly does it damage the spiritweb? How does savantism itself occur in relation to preservations power and the metals as a conduit when burning? How long does it take to become a savant? Those are a few I thought up. New here, hope this piques someone's interest
  10. This is something I just thought of while finishing RoW. Typically a Darkeye can become a Lighteye when they bond a Shardblade or become a Knight Radiant. Yet somehow we have had natural born Lighteyes that has continued for just a bit under 4000 years, most likely since the Recreance. We also know that Deadeyes only started appearing since the Recreance. The link between both "races" would seem to be that the eyes were affected since this happened. We are aware that the sealing of BAM had wide reaching affects on Roshar. A similar example we observe is how the Parshendi were affected by the sealing of BAM, specifically in my opinion is that their Identity was taken away from them. Deadeyes also seem to be in a "Identity"-less state like the Parshmen are. So it feels like something was ripped from the Spiritweb of the spren and imprinted on the humans at the time of unbonding. This then became a hereditary trait on the few people who unbonded their spren/took the dropped shards and continued to pass it onto their descendant's spirtiwebs. TBH I think this might have been very obvious for some people but this just hit me like the stormwall haha.
  11. So Ive been into the cosmere for a while and have been searching the forums for this but I can't find any answers. Savantism is the end result of overflaring metals too often and damaging the spiritweb as a result yes? Questions are: How exactly does it damage the spiritweb? How does savantism itself occur in relation to preservations power and the metals as a conduit when burning? How long does it take to become a savant? Those are a few I thought up. New here, hope this piques someone's interest
  12. If you got a boon and a bane from the nightwatcher, (let’s say your boon was good luck for a year, and your bane was seeing upside-down for the rest of your life) and then you burned Aluminum, would that get rid of the boon/bane? Aluminum sorta ‘cleanses’ all investiture from the person’s soul/spiritweb right? Would it depend on the type of boon/bane? What about compounding gold, gold healing tries to restore you to your spiritual ideal right? Would that remove them? Could either one of these remove a bane but keep a boon? If you perceived the good luck as apart of you, but still saw the upside-down vision as some outside handicap affecting you, and then compounded gold, what would happen? I’ve checked the arcanum and couldn’t find anything that mentioned aluminum and the Nightwatcher together.
  13. How does the Spiritual Realm store sDNA or the Spiritweb? I have a theory regarding that which also connects to bronze Allomancy and the Rhythms: ripples. Matter, energy and Investiture are the trifecta constituents of the Cosmere. We know that it shares some of its characteristics with its mundane counterparts, like states of matter: solid, liquid and gas and also plasma (the Dor) so it can be assumed that it may also ripple or vibrate like matter and energy, going by the Quantum Field Theory. These rippling may cause Investiture to vibrate at certain frequencies which may be what bronze Allomancy and the Singers can hear to a certain degree. These ripple patterns might be how data is recorded in the Spiritual Realm to form Spiritwebs. This also meshes with the fact that a person's Spiritual aspect lingers on in the Spiritual Realm after their death for a while, till the ripple pattern fizzles out. Thoughts?
  14. Hi, I've been wondering what will happen if you spike an animel with a charged spike. Is there any mention of this in the WoBs? Do animals even have a Spiritweb?
  15. A couple of recent theories have prompted me to wonder this. While the Arcanum has informed me that animals and inanimate objects have spiritwebs, I came up empty when searching for spliters.
  16. The spirit web. Most of us know what it is and mostly what it pertains, but a lot of us know bits and pieces of what it contains. Here we are going to create a structure for the spirit web, so that everyone can have a good framework for theories they want to involve it in. With that out of the way, I always imagine the spirit web as a (modified) spider web. With thick, cordial strings coming outward from the center, and thinner, more fibrous strings connecting them. The challenge here is to establish what the thicker tendrils are to a being and how this stays constant within the Cosmere. Of course, imagining it that way makes it easier but is not entirely correct. To put it more masterfully, the focal points of a spirit web are divided into three major portions but on their own represent sub-dominant qualities. The definite things we know are part of a spirit web are as follows: (Feel free to correct me here) Fortune: The interactive capabilities of spiritwebs which is greatly expanded upon when attaining greater amounts of investiture. Most notably allows for future sight in humans, shards, cognitive impact in a few tseWshadows, splinters, etc. primarily shown in shards (ex. Odium, Preservation, probably Cultivation) Connection: Displays what form of investiture any being is connected to and is heavily related to the planet that being inhabits naturally (with some exceptions). Shards are connected to their own investiture, splinters are connected to whatever shard they originate from, cognitive shadows are connected to whatever investiture sustained them (threnrodite shades) and people inherit connection through s DNA. Identity: The most normal of the three, identity is responsible for, basically, who you are: what do you love, what do you hate, physical appearance, etc. is all contained in the identity portion. Most heavily influenced by s DNA of course. Sub-Dominant qualities: (again, looking for corrections\feedback) Fortune-Identity: Location— where and when you are. Fortune-Connection: Future sight— allows varying degrees of insight into the future. (Seers vs Shards) Connection-Identity: Magic— the fins of investiture you can access or manifest. Manipulation of the Spiritweb: I have decided to separate the classes of manipulation into the capabilities each form of change has on the being. Names are subject to change Charging: modifying the spiritweb by boosting it with investiture. Can be thought of as coating or lacing it. (Ex. Breath) Splicing: Using an already torn piece of a spirit web to insert investiture, usually a splinter. None of the original web is lost during this exchange (Ex. Spren or Divine Breath) Stealing: Intentionally tearing the spirit web to take a piece of it away. Usually destroys the being stolen from. (Ex. Hemalurgy or [possibly] Dark One Magic) Destruction of the Spiritweb: can be caused by “life changing” traumatic experiences. Has been caused regularly on several shardworlds to use magic. Includes: Scadrial, Roshar, and Nalthis.
  17. I have been picturing the Spiritweb as a sort of graph where Connection is the edges and souls are the vertices. However, I don't understand how this would work with something like a tree. Would the tree itself have a soul and be Connected with, say, a bird living in it, or would the tree be represented by a subgraph where each leaf or branch has its own soul with an extremely strong Connection to other nearby souls within the same tree. This partially comes from the infamous stick scene in Words of Radiance, which demonstrates that a stick, which used to be part of a tree, has its own distinct soul.
  18. Another in my ongoing series “A Theory of Cosmere Magic” Classification of Magic Systems Pre-Shattering Magic In the Beginning – The Cosmere’s Origin I include this topic because my views on Realmic theory underlie the over-arching cosmere magic theory. While most of my views are canon, you shouldn’t be surprised some aren’t. I changed from “Realmatic” to “Realmic” to follow Khriss in AU. I am concurrently posting “In the Beginning – The Cosmere’s Origin,” since that post provides some background to the conclusions I reach in this post. THE THREE REALMS Preservation’s Metaphor. In M:SH, Preservation metaphorically describes the Realms to Kelsier. The Spiritual Realm shines a beam of “perfect” light that the Cognitive Realm “filters” before the light “pools” on the Physical Realm’s “floor.” The Spiritual Realm is the place of perfection, of Spiritual energy (the Powers) and structure (Spiritwebs). The Cognitive Realm is the place of perception, filtering the Spiritual Realm’s perfection. The Physical Realm is the place of material existence, where perceived objects and lifeforms take shape. I use the term “Creation” to describe the sum of all Spiritwebs and their corresponding Cognitive and Physical Realm aspects. Kelsier himself calls this description a “metaphor.” (M:SH, Kindle Loc 530, Part 2-1 .) The description does not address the mechanics of magic. Brandon intends this metaphor to help us understand Realmic differences, not how the magic works. Spiritual Realm. The Spiritual Realm consists of two types of Investitures: the Powers (Spiritual energy) and “Spiritweb Investiture” (Spiritual structure). Spiritweb Investiture constitutes the Spiritual aspect of Creation (the sum of all Spiritwebs). The Spiritual Realm holds the most Investiture because of the Powers: Shards are “mostly Spiritual.” Location “isn’t particularly important” in the Spiritual Realm, only Connection. Cognitive Realm. The Cognitive Realm is the collective mind of the sentient entities on each planet (an idea Brandon expressly borrows from Carl Jung). Non-sentient objects exist in the Cognitive Realm as the perceptions of the collective mind, since such objects have no cognitive function of their own: “Whenever a planet has enough thinking life on it that's considering it a planet, it drops into Shadesmar.” The collective mind includes the conscious and the unconscious. (WoR, Kindle p. 40.) a. Correspondence to Physical Realm. Brandon describes the Cognitive Realm as relatively flat, but not two-dimensional – a plain, not a plane. He contrasts its topography with the Physical Realm’s, which is three-dimensional. The SLA maps and the Dor show there is a one-to-one correspondence between locations in the Physical and Cognitive Realms. b. Subastrals. Each collection of sentient minds has its own “subastral” – the term Hoid uses in M:SH to describe Scadrial’s Cognitive Realm. Each Shardworld with a sentient population has at least one subastral. Roshar has two subastrals: one for its Physical Realm sapient population (humans, listeners and Aimians), and a second subastral for its sapient spren. Brandon calls all sapient entities “people.” Sapient spren are ideas that have ideas. These spren have their own politics and cities. The discarded Oathbreaker chapter where Jasnah first Elsecalls shows the Rosharan spren subastral. Braize also has a subastral – Khriss says there are splinters and Cognitive Shadows there. Cognitive Realm distance is measured by thought, and the distance between subastrals compresses minds. c. Shadesmar’s Sun. I believe the “sun” in Roshar’s and Scadrial’s subastrals represents those planets’ collective perception of the afterlife – the place the spirits of dead people go. Brandon refers to these collective perceptions as “cultural.” The Cognitive Realm sun is like the “light” that Earth people see during near-death experiences. That “light” is the Cognitive Realm’s collectively perceived Connection to the Spiritual Realm. The “clouds” that trail towards the sun represent the collective mind’s perception of the souls of the dead moving towards the Spiritual Realm. Everything in the Cognitive Realm “moves towards the light,” including shadows. This movement is how the collective mind perceives entropy: “all things must pass.” Physical Realm. The Physical Realm is the material world sentient life actually experiences. It consists of the matter and energy into which the Powers convert plus the Physical Realm aspect of each planet’s Unique Investiture – one can see Stormlight, Breaths and the mists. Adonalsium’s Creations comprise most of the Physical Realm cosmere: “The effects of Adonalsium permeate everything.” SPIRITUAL REALM INVESTITURE Spiritweb Investiture. Spiritweb Investiture composes the Spiritual aspect of Creation – Creation’s “Spiritual matter.” Spiritweb Investiture gives Creation its Spiritual structure. Each use of the Powers creates new matter, energy and/or Unique Investiture. That new part of Creation either has its own Spiritweb or is part of other Spiritwebs. a. A Spiritweb consists of a soul and its Connections. Each soul has unique Spiritual DNA and unique Connections – a unique Spiritweb. b. Connections bind the cosmere together – not only between souls (“External Connections”), but also between the three Realmic aspects of each soul (“Internal Connections”). Kelsier could not return to Scadrial’s Physical Realm because his death severed his Internal Connections to that Realm. (i) Internal Connections maintain mind-body-soul unity. They “vertically” link the Realmic aspects of each attribute of a lifeform or object. The Feruchemy sections of recent Ars Arcana list many human attributes. Each attribute has an analog in all three Realms. (ii) External Connections “horizontally” link a soul to other souls. These Connections can extend between people, between objects, between a person and a planet, a person and other objects, and a person and Unique Investiture. A temporary Connection can extend between a person and the Powers – that’s how catalytic magic systems work. c. A Shardworld’s Unique Investiture is encoded into the Shardworld’s soul and is part of its Spiritual DNA. Unique Investiture is thus a form of Spiritweb Investiture. Sazed says a Shard’s Unique Investitures are its “flesh and blood.” (HoA, Chapter 14 Epigraph.) d. Connections link to different Spiritual “genes” of an entity’s Spiritual DNA. A planet’s soul includes as Spiritual “genes” each location on that planet. When Allik Neverfar in BoM uses his language-translation medallion, he Connects his soul to a different “Spiritual gene” of Scadrial’s soul – a different birthplace location on Scadrial. Allik retains his accent because his soul still knows he is Malwish. Allik explains, “My soul thinks I was raised here, in your lands, but it knows that I am Malwish by descent…so I cannot help but have an accent…” (BoM, Kindle p. 302.) e. Brandon says Connections are not “on/off” switches. They can widen or narrow over time. f. “Identity” refers to the relationship between a mortal and the Unique Investiture of his native Shardworld. Unique Investiture is “keyed” to the mortal, enabling the mortal to perform “Unique Investiture Magic” on that Shardworld: “The Spiritual self is tied to the Investiture of the world that you come from.” Identity is embedded in the mortal’s Spiritual DNA. It can develop over time as part of an adaptive, evolutionary process. Non-natives must “hack” local Unique Investiture to use it (except for Breaths, which automatically “key into” their holder’s Identity.) Non-natives’ Identity is not “keyed” to the local Unique Investiture. Feruchemists’ Unique Investiture is “internal” and personal to them. BoM shows their Identity relates to the use of their personal Unique Investiture inside their metalmind. The Powers. The Powers are the cosmere’s “Spiritual energy,” the “the energy of Shards.” Under Brandon’s “one substance” principle, the Powers are the source of everything else – they convert into all of the cosmere’s matter, energy and other Investiture. The Powers are “raw” undifferentiated Investiture awaiting a directing mind to tell them what to do. Brandon also calls this form of Spiritual Realm Investiture “true Investiture” or “raw power.” COGNITIVE REALM INVESTITURE Unlike Spiritual Realm Investiture, Cognitive Realm Investiture is different everywhere – it is a form of Unique Investiture. If the Cognitive Realm is the collective mind of a Shardworld, Cognitive Realm Investiture is the collective mind’s ideas. These ideas have a Spiritual Realm aspect with their own Spiritwebs. Shai describes how this happens in TES (Kindle p. 74). Splinters are bits of the Powers that become “self-aware.” That means a splinter (including spren) has its own Cognitive function. Bits of the Powers that become splinters convert into Cognitive Realm Investiture: splinters are “less physical, more a blend of the other two [Realms].” PHYSICAL REALM INVESTITURE Differences Between Shardworlds. Like Cognitive Realm Investiture, Physical Realm Investiture is also a form of Unique Investiture. It is different everywhere. Roshar, Nalthis and Scadrial have gaseous manifestations of Investiture: Stormlight, Breaths and the mists. Lerasium and atium differ from Autonomy’s Investiture of microflora. The Tears of Edgli differ from Devotion’s perpendicularity. Each Physical Realm manifestation of Investiture reflects the Mandate of the Investiture’s Shard plus the planet’s “inherent Investiture.” Minor Shardworlds continue with whatever Unique Investiture Adonalsium and/or a Shard left there. States of Physical Realm Investiture. Brandon says the liquid state of a Shard’s Unique Investiture (its “shardpool”) is the most “potent.” The Coppermind asserts, “the liquid essence of a Shard is said to be related to the Cognitive aspect.” The solid state of Physical Realm Investiture (metals) is the least potent, and each metal has a single function. The gaseous state of Physical Realm Investiture is somewhere between the two in potency – it can directly fuel a Connection to the Powers like the mists did for Vin. PERPENDICULARITIES Realmic Conduits. Perpendicularities are conduits between the three Realms. They permit Worldhopping. The only Worldhopping we’ve seen so far is between the Cognitive and Physical Realms. Formation. Khriss says perpendicularities arise from a Shard’s presence on a planet. (AU, Kindle p. 477.) The weight of the Shard’s Investiture punches a “spike-like” hole through the planet’s Realmic aspects, forming the conduits between Realms. Brandon states the existence of a perpendicularity means the Shard cannot easily divest itself from its Shardworld: “Once you’ve got a Perpendicularity, you are starting...That’s trouble for going other places.” Speculation: Investiture Residue. I speculate a perpendicularity is the precise spot where a Shard Invests in a planet, where its Investiture “enters" the planet’s three Realmic aspects. That’s where the Shard “is present” and why the perpendicularity is “spike-like.” Otherwise, the weight of Investiture seems like it would form multiple perpendicularities per Shard on that planet. When Investiture is complete, residual unused Investiture remains – like water dripping from a turned-off hose. These attuned “catch-basins” collect a planet’s recycling Investiture. Brandon says perpendicularities “normally” disappear when a Shard divests itself from a planet, but “there are circumstances that could prevent the shardpool from disappearing.” Since Sazed says Physical Realm Investiture (like a shardpool) is the “body” of a Shard, I speculate the Shard Vessel’s death might be one such circumstance: Aona’s shardpool didn’t “disappear” after her death. I also speculate that a Shard can choose to leave Investiture behind when it divests. (Brandon recently confirmed this speculation when he stated at least one planet has a shardpool the Shard abandoned (voluntarily or not).)
  19. This may get a little long. Let me start off with what my impression of how things work is. Investiture is power and the Spiritweb lets an individual use Investiture. i.e. the ability to use Allomancy is coded into the Spiritweb and the actual magic is Investiture shaped by the Spiritweb. Stormlight is Investiture and the ability to Surgebind is written into the Spiritweb by the Spren bond. These are the causes of my confusion. Nicrosil is said to store Investiture but it seems to store the ability to use it, not the Investiture itself. I was reading that the Innate Investiture from Preservation allows people to use Allomancy, is the power of Allomancy Investiture itself. If a Feruchemist got some Breath and nicrosil what would he be storing? The breath itself or the ability for his body to use the breath for heightenings and such. Can someone set me strait? Thanks!
  20. Draft 1: Forging The Spiritweb Forgive me for length, it is long, and hopefully complete. Disclaimer Let's begin by describing... The Nature of Investiture: Next, what is the spirit web? According to Cannon, lacking a better defenition than this, I have provided my own. (there is another descriptive quote under the topic of Hemelurgy, below) The Spirt-Web, is the sum total of all physical, emotional, cognitive, spiritual, and other ties a person object or thing have to other people objects or things. The comparison to a physical web might be useful for many purposes. For a person, This Web defines who they are. To start our analogy, there will be several strands beginning at the center (the person in question) and extending outward, linking to past events, future hopes, current desires, descriptive attributes, and other details that accurately depict the SOUL of the person to whome this spirit web happens to belong. In addition to these, there will be many additional strands. Some of these additional strands will link to people, or ideas to which this person is familiar. There will be strands that connect one attirbute this person has attained, with others. Memories will form, Etcetera, etcetera. So far, this explains (sort-of) why the Spirit Web is approximately equal to the SOUL, as far as practical discussion is concerned. But what about mystical abilities? Yes, every mystical ability described in the Cosmere uses the spiritweb. Every mystical ability a given person has will either have it's own section of the spiritweb describing its function, or will utilize some pre-existing part of the web that they individually, or that all people possess. A Note on sDNA
  21. What happens to the person who gets healed by a Divine Breath? Obviously they get healed but is there any other benefit? That is a lot of investiture to be hitting the Spiritweb. Wouldn't the Breath fill up any cracks in the Spiritweb thereby forcing them wide open. What would that do to someone?
  22. Before anything else is said, yes I KNOW its been WoB'd to be possible, and that multiple blades have to be summoned separately. Sheesh... Source(s): (It seems every time I even mention multiple shardblades, everyone feels the need to quote these at me...) Anyway, I want to put forward the idea that it is theoretically possible to have "paired shardblades", such that they can be summoned at once. My reasons for this theory is simply for the potential awesomeness. Assuming that shardblades are bound to the bearer by "attaching" itself to a point in the person's Spiritweb, this would work by both blades attaching to the same point. Essentially, they would be Cognitively and Spiritually the same shardblade, but have two separate Physical aspects. This would also fit with the theory that a persons shardblade is unique/shaped to the original wielder (like Kaladin's hoped-for shardspear), where the shardbearer is awesome and likes fighting with two swords, so their shardblade forms as two blades made for dual-wielding. I don't think the WoB excludes this idea (I assume that its referencing someone just picking up two different shardblades), although it does make it unlikely for such a thing to exist in-world. Any thoughts on the idea, my Realmatics, or the practicality of fighting with two shardblades??? Thread-hijackers are welcome! (I assume dual-wielding swords never really occurred on Earth simply because if you had a free hand, it was more practical to use a shield instead. However, shardblades are an entirely different matter...) Also, here's hoping for that character who dual-wielded shardblades in proto-Wok makes it into the Stormlight Archive!
  23. In TES we hear hints that the spirit world exists in part as a huge network of connections between objects and ideals. By altering these spiritual connections, Soul-stamps can cause physical and cognitive transformations to occur for the objects affected. With this in mind, there are some interesting implications to pull out of the Ars Arcanum of WoR. "this method [of Lightweaving] has a powerful Spiritual element, requiring not just a full mental picture of the intended creation, but some level of connection to it as well...I wish to delve more into this ability, with the hope to gain a full understanding of how it relates to Cognitive and Spiritual attributes" So lets look at a specific Lightweave: Shallan drawing herself in Ch 36. "She saw only the drawing, knew only the emotions she bled onto the page. Jasnah's determination. Tyn's confidence. A sense of rightness that she could not describe, but which she drew from her brother Heleran, the best person she'd ever known. It all poured from her into the pencil and onto the page." When she actually did meet with the Highprinces, Shallan became a different person. It was more than just a visual illusion, she acted differently, thought differently from the girl we knew before. She started to exhibit the attributes she had infused into her drawing. We know from WoK she can pinch off "soul-buds" and infuse them into her artwork. I believe this is the way Shallan's mind interprets the formation of spiritual connections. It seems she actually formed links to these attributes in the spirit realm while creating the drawing, then used Lightweaving to apply them to herself during the meeting with Dalinar. There are obviously many differences between the two magics. For example, Soul-stamps can be permanent, cause physical changes, and require a certain plausibility to function. Lightweaving requires a mental focus, needs active use of Stormlight to maintain, and can't create tangible changes. It will be interesting to see how Yolish Lightweaving compares, since the Ars hints about a spiritual element there as well.
  24. Title says it all, really. I was wondering if the references to cutting off the 'spirit' of a limb and such are actually accurate, or if it is actually cognitive damage, as someone (can't remember who) theorized that it was, and thus Nalan brought back Szeth by reconnecting his Cognitive aspect to his physical one. If it is Spiritual, it brings up an interesting possibility: if a Compounding bloodmaker can heal Shardblade wounds, one type of Spiritual damage, then perhaps they can heal another type: Hemalurgy, thus creating an infinite source of Allomantic gold spikes.
  25. First off, seeing as this is my first post on here, I'm not really sure if someone else has already expounded this (frankly fairly weakly conjectured) theory, so if they have, sorry about that. Anyway, both Shardblades and Hemalurgy work with Spiritwebs, yes? And we know that Shardblades create a bond with the Spiritweb. So what I was thinking is that maybe instead of simply creating a bond, Shardblades (the present-day versions, not Radiantblades), they work more like Hemalurgy and tear off a part of the Spiritweb to create said 'bond', something that could have changed after the Day of Recreance. It would explain why spren, or at least Syl, dislike the blades, as rather than them being representative of Odium or something like that, they are simply fundamentally broken.
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