Sirscott13 he/him Posted April 15, 2013 Report Share Posted April 15, 2013 Well let me start off with saying hello, huge cosmere fan, gotten many friends addicted, but could use some people to bounce theories off of Let me start with mistborn. I was curious if anyone else noticed the pairing of groups in feruchemy. You have the physical like allomancy and mental like allomancy but not temporal or enhancement. I'm going to call the groups survival and spiritual based on what they do. The spiritual traits are obvious and I say survival because health calorie energy and breath are all necessary for survival. I do however feel that determination is a poor fit. Then again I ever thought heat made a really logical mental feruchemal trait. I always felt like those two should be switched to keep with the grouping. Any ideas? Also I want to talk about the magic systems on sel. I was all for the original three magic systems on sel because aondar can relate to devotion with dominion having the bone magic and a neutral art being like the martial arts system based on what I know in relation to mistborn. Then emperors soul introduces a new system of magic adding to my confusion on how magic systems relate to shards. Any help with this one? And I know they are all form based I just don't get how you can get four magic systems as we do 1 Link to comment Share on other sites More sharing options...
Phantom Monstrosity Posted April 15, 2013 Report Share Posted April 15, 2013 (edited) The feruchemical stuff is actually grouped into 'physical', 'cognifive' and 'spiritual' - it's realm based. That means that a pewter spike (which steals physical feruchemy, IIRC), will actually steal eight metals instead of four, since there are eight physical metals. It's commonly believed that the splintering of Devotion and Dominion has lead to a lot of variance in the magic systems, but we don't have a full explanation. Looks like you're paying attention to the right things. Welcome to the forums. Edited April 15, 2013 by Phantom Monstrosity 1 Link to comment Share on other sites More sharing options...
Sirscott13 he/him Posted April 15, 2013 Author Report Share Posted April 15, 2013 When I think of it that makes sense. I just now recall pewter steeling healing for feruchemy in inquisotors. But based on that theory does that mean one spike can steal many feruchemy powers? I recall reading marsh saying duralumin was a waste of a mistborn because you only got one power, or could this just be because external enhancements are undiscovered and aluminum is a waste to burn anyway. Hmm makes me rethink feruchemy haha. And out of all the arts in the cosmere feruchemy is by far my favorite. Thank you Link to comment Share on other sites More sharing options...
Phantom Monstrosity Posted April 15, 2013 Report Share Posted April 15, 2013 When I think of it that makes sense. I just now recall pewter steeling healing for feruchemy in inquisotors. But based on that theory does that mean one spike can steal many feruchemy powers? I recall reading marsh saying duralumin was a waste of a mistborn because you only got one power, or could this just be because external enhancements are undiscovered and aluminum is a waste to burn anyway. Hmm makes me rethink feruchemy haha. And out of all the arts in the cosmere feruchemy is by far my favorite. Thank you Basically, metals can steal 'classes' of powers (like mental allomancy or physical feruchemy), but if you charge a spike you have to hammer it into a single location. So if you kill a guy with a spike that can steal mental allomancy, you just get one of their powers, not all four. Since nobody knew of any duralumnium mistings, Ruin couldn't kill any of them for their duraluminum - he'd have to send an inquisitor to kill a mistborn. Link to comment Share on other sites More sharing options...
Sirscott13 he/him Posted April 15, 2013 Author Report Share Posted April 15, 2013 Could a spike be used to acquire another charge? Say a pewter steals healing, then use it again to steal strength? And what if the spike doesn't kill the host originally so you could stab them again to aquire another power? Link to comment Share on other sites More sharing options...
Phantom Monstrosity Posted April 15, 2013 Report Share Posted April 15, 2013 Could a spike be used to acquire another charge? Say a pewter steals healing, then use it again to steal strength? And what if the spike doesn't kill the host originally so you could stab them again to aquire another power? Hemalurgy is essentially always fatal - it basically rips a huge chunk of the soul off when you do it, so even in the edge cases where they survive victims end up in a pretty sorry state. In principle you might be able to stab twice, but I think the spiritual damage is significant enough that you probably couldn't do anything beyond that. Not sure about putting multiple different kinds of charge in the same spike. Might be worth asking at the AMA http://www.reddit.com/r/Fantasy/comments/1ced7z/iamstilla_novelist_named_brandon_sanderson_ama/ Link to comment Share on other sites More sharing options...
Tamzin Ashevai she/her Posted April 29, 2013 Report Share Posted April 29, 2013 I think you're going to love The Coppermind Wiki, Sirscott. Believe me when I say that one can get mesmerized within it for hours at a time! It's an incredible wealth of information. Read on! Link to comment Share on other sites More sharing options...
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