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How does Hemalurgy impact the Spiritweb?


Pagliacci

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1 minute ago, Pagliacci said:

So how would Hemalurgy change the Spiritweb of those who lose their Allomantic/Feruchemical abilities and those who gain them? Could gold compounding heal one's spiritweb?

For those who lost them, typically its death. 

For those who gain... Depends on what is gained really. Powers don't really cause physical alterations, but there are mental side effects. 

And yes gold could heal it. 

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Kurkistan

If you spiked out Miles' Feruchemical gold, would he be able to burn his Allomantic reserves [read: Feruchemical reserves using Allomancy] and heal it back?

Brandon Sanderson

If you spiked out his ability to heal gold and somehow left him alive?

Kurkistan

Yeah, but still having Allomancy.

Brandon Sanderson

Still has Allomancy...

Kurkistan

And he’s like in the middle of burning a goldmind.

Brandon Sanderson

Yes, that would still work. It'd still have a Spiritual Connection to him.

Kurkistan

So if you're a Coinshot and you get [spiked] to have Feruchemical steel, and then you lose the spike after making a store, you can still Compound that for speed?

Brandon Sanderson

Yes... Yeah, that should still work.

Kurkistan

Was Paalm doing that?

Brandon Sanderson

That's a RAFO.

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Hemalurgy basically removes the part of the victims spiritweb that allows them access to a power and staples it to another person. The victim dies because there's a big storming hole in their spiritweb. The recipient's spiritweb remains their own underneath but they have this piece of spiritweb stapled on, giving them that power but leaving their own spiritweb intact underneath. It is possible for the victim to not die but that's not a known thing in world. 

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3 hours ago, Extesian said:

Hemalurgy basically removes the part of the victims spiritweb that allows them access to a power and staples it to another person. The victim dies because there's a big storming hole in their spiritweb. The recipient's spiritweb remains their own underneath but they have this piece of spiritweb stapled on, giving them that power but leaving their own spiritweb intact underneath. It is possible for the victim to not die but that's not a known thing in world. 

Is it that the victim dies do to a whole in their spirit web? Or is it that they die due to the fact they've now got a massive hole through their heart?

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53 minutes ago, HSuperLee said:

Is it that the victim dies do to a whole in their spirit web? Or is it that they die due to the fact they've now got a massive hole through their heart?

That's not the only way to steal. Just a convenient one. The theft is going to do the same from what's been said even if it's not through the heart. That definitely doesn't help though. 

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2 hours ago, HSuperLee said:

Is it that the victim dies do to a whole in their spirit web? Or is it that they die due to the fact they've now got a massive hole through their heart?

It's from the damage to the Spiritweb, you need some ability to heal Spiritual Damage.  Gold Feruchemy will do it, as will anything that could heal the damage from a Shardblade, though timing is going to be an obvious factor.  But purely mundane medical tech, even modern/advanced stuff would do it if it was only acting on the physical body.  It's theoretically possible that you could use Gold Compounding to make an unlimited number of Spikes from the same donor, though the long-term effect of that sort of repeated spiritual injury are likely going to add up to badness, even on a purely psychological level. 

Hemalurgy in general is described as spiritual Surgery, where the Spike is able to interact with the Spiritual through the Physical via the Blood, it then rips off a chunk of that spiritweb, and then acts as a suture to surgically attach the donor chunk to a living host.  The Loss of Investiture has to do with the frayed edges of that ripped piece (and presumably the fundamental nature of Ruin/Entropy).  Aside from the fact that said splicing leaves an access hole that any Shard could exploit, and there being some cumulative damage from too many spikes at once (requiring in the case of inquisitors a specific central Spike to hold them all together), it's unarguably one of the broadest magics out there. 

 

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