The Three Metallic Arts
On Scadrial, magic (or Investiture) manifests itself in three different ways. All three use a set of eight metals and one of their alloys (for a total of sixteen) as a focus for their powers. Only a small portion of the population are mistings or ferrings, and a tiny fraction of those are twinborn.
Allomancy
An allomancer is one who can ingest and metabolise or "burn" metals at will to gain specific powers. It is considered an end-positive art, since power is gained using the metal as the fuel. Metals burn at different rates and can be "flared" to boost effect at greater fuel consumption.
Allomancy is passed down genetically but is diluted over generations. Those with only one allomantic power are known as mistings, whereas the mistborn who had all sixteen allomantic powers no longer exist.
An allomancer who burns their metal excessively risks becoming dependant on it, such people are called Savents. For example a Tin savent would experience greatly enhanced senses from constantly burning tin, but if they ran out, they would be left deafened numbed and blinded until they find more tin.
Allomancy divides the sixteen metals powers by the following categories: Physical, Mental, Temporal and Enhancement. Each category consists of two internal powers (a basic metal and its alloy), and two external powers.
Physical
Mistings who can burn iron are called Lurchers. Burning iron allows lurchers to perceive nearby sources of metal by way of blue lines which extend from their centre of gravity to the source. They can then Pull on these metals with their weight. This can allow them to make metallic objects that weigh less than they do to fly through the air toward them. For metallic objects which weigh more than they do, this can cause them to be pulled toward the object.
Pulls are centered on the Lurcher's centre of gravity. A Lurcher cannot Pull on metals that pierce or are otherwise contained in the body of another person (e.g., ingested metals).
Aluminum and several of its alloys are allomantically inert and cannot be "Pulled" or felt by a Lurcher.
Pulls are centered on the Lurcher's centre of gravity. A Lurcher cannot Pull on metals that pierce or are otherwise contained in the body of another person (e.g., ingested metals).
Aluminum and several of its alloys are allomantically inert and cannot be "Pulled" or felt by a Lurcher.
Mistings who can burn iron are called Coinshots. Burning Steel allows coinshots to perceive nearby sources of metal by way of blue lines which extend from their centre of gravity to the source. They can then Push on these metals with their weight. This can allow them to make metallic objects that weigh less than they do to fly through the air away from them (using coins, for instance, as weapons). For metallic objects which weigh more than they do, this can cause them to be pushed away from the object.
Pushes are centered on a Conoinshot's centre of gravity. A Coinshot cannot Push on metals that pierce or are otherwise contained in the body of another person (e.g., ingested metals).
Aluminum and several of its alloys cannot not be "Pushed" or felt by a Coinshots; thus a good way of killing a Coinshot is an aluminum
bullet.
Pushes are centered on a Conoinshot's centre of gravity. A Coinshot cannot Push on metals that pierce or are otherwise contained in the body of another person (e.g., ingested metals).
Aluminum and several of its alloys cannot not be "Pushed" or felt by a Coinshots; thus a good way of killing a Coinshot is an aluminum
bullet.
Tineyes have the ability to burn Tin, which allows them to enhance all five of their senses. Tineyes are often used as lookouts and scouts because they can see in near-darkness.
A major flaw of burning is that if a sudden loud noise or bright light appears it can render a Tineye stunned for a short time. Tin also gives mental "stability" allowing the person to utilize all of the information that it provides and allowing them to assess a battle situation quicker than a normal person.
A major flaw of burning is that if a sudden loud noise or bright light appears it can render a Tineye stunned for a short time. Tin also gives mental "stability" allowing the person to utilize all of the information that it provides and allowing them to assess a battle situation quicker than a normal person.
Pewterarms, or Thugs, have the ability to burn Pewter, which allows them to greatly enhance their physical capabilities. While burning pewter, a Thug can fight or perform physical labor longer than any normal person, and is also many times stronger than his or her normal self. This enhanced strength also allows a Thug to shrug off wounds that would kill or incapacitate a normal person. Pewter-burning also provides a Thug with an increased sense of balance and vastly increased speed and dexterity.
A Thug performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. This is extremely draining on the Allomancer's body and will require the Allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion.
One danger for a Thug is when the Thug carrying something that he or she normally could not carry and he or she runs out of pewter to burn, the object he or she is carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when he or she runs out of pewter to burn.
A Thug performing a "pewter drag" can run for many hours at speeds up to approximately that of a galloping horse. This is extremely draining on the Allomancer's body and will require the Allomancer to burn pewter after completing the pewter drag itself, just to keep the person's body from collapsing in near-death exhaustion.
One danger for a Thug is when the Thug carrying something that he or she normally could not carry and he or she runs out of pewter to burn, the object he or she is carrying will crush him or her, causing serious injury. Another danger is that a Thug who shrugged off earlier wounds could succumb to said wounds when he or she runs out of pewter to burn.
Mental
Rioters have the ability to burn Zinc, which allows them to inflame the emotions of those nearby. This can be used to incite riots(hence the name) or to enhance any emotions of the target. A Rioter can affect a single person or all the individuals in a particular area. Affecting someone's emotions without them noticing can be a subtle art that requires great skill.
when one's head is being protected by aluminum or its alloy, he or she cannot be affected by emotional allomancy.
when one's head is being protected by aluminum or its alloy, he or she cannot be affected by emotional allomancy.
Soothers have the ability to burn Brass, which allows them to soothe or guide emotions in a particular direction. A Soother can affect a single person or all the individuals in a particular area. Affecting someone's emotions without them noticing can be a subtle art that requires great skill.
when one's head is being protected by aluminum or its alloy, he or she cannot be affected by emotional allomancy.
when one's head is being protected by aluminum or its alloy, he or she cannot be affected by emotional allomancy.
Copperclouds, or Smokers, have the ability to burn Copper, which allows them to hide themselves and others from "Seekers" by dampening Allomantic vibrations caused by burning metals. The area hidden by a Smoker is known as a coppercloud (hence the name). In strike teams, Smokers are extremely helpful to keep from being caught by a Seeker, or a Mistborn burning Bronze.
Seekers have the ability to burn Bronze, which allows them to determine if someone is using Allomancy in the immediate area. With practice, an Allomancer can determine the location of the other Allomancer, which metal the other Allomancer is burning, and to what extent the other Allomancer is burning his or her metal.
Temporal
An Allomancer burning Cadmium can create a time bubble around them, stretching it and making time pass more slowly. A Misting who burns Cadmium is known as a "Pulser". Once a time bubble is set by a Pulser, it cannot be relocated once the metal is continuously being burnt.
Any human located within the bubble when it is set could feel the effect, and can see a "blur" of movement outside the bubble as time is seemed to be compressed. Any object (e.g. bullet) that tries to pass through the "boundary" would deflect, finding the moving path unpredictable. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
Any human located within the bubble when it is set could feel the effect, and can see a "blur" of movement outside the bubble as time is seemed to be compressed. Any object (e.g. bullet) that tries to pass through the "boundary" would deflect, finding the moving path unpredictable. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
An Allomancer burning Bendalloy can create a time bubble around them, compressing it and making it pass more quickly. A Misting who burns Bendalloy is known as a "Slider". Once a time bubble is set by a Slider, it cannot be relocated once the metal is continuously being burnt.
To those inside the bubble, it appears that time outside is at a near standstill. Any object (e.g. bullet) that tries to pass through the "boundary" would deflect, finding the moving path unpredictable. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
To those inside the bubble, it appears that time outside is at a near standstill. Any object (e.g. bullet) that tries to pass through the "boundary" would deflect, finding the moving path unpredictable. When both Slider and Pulser burn their metal at the same time and set their bubble at the same location, their effects cancel with each other and nothing happens.
Allows an Allomancer to see a reflection of their past selves and be them all at the same time. It is rarely used due to possible emotional trauma and it's questionable usefulness. A misting who can burn gold is called an "Augur."
Allows an Allomancer to see into their own future. This is usually limited to a few seconds, and takes the form of smoky shadows showing the possible actions you might take, and the mental capacity to process the information. A misting who can burn electrum is called an "Oracle"
Enhancement
Chromium depletes another Allomancer's metal reserves, just like Aluminum does to one's self. A misting who can burn chromium is known as a leecher. There must be physical contact.
An Allomancer burning Nicrosil causes the target Allomancer's currently burning metals to be burned in a brief, intense flash. Similar to Duralumin. There must be physical contact.
A misting who can burn Nicrosil is called a Nicroburst.
A misting who can burn Nicrosil is called a Nicroburst.
Drains all other metal reserves of a Mistborn, leaving them powerless. A misting who can burn aluminum is called an aluminum gnat because nothing happens when they burn their metal.
A mistborn that burns duralumin also depletes any other metals they are burning to release all of their power in one burst.
A misting who can only burn duralumin is called a duralumin gnat because nothing happens when they burn their metal.
A misting who can only burn duralumin is called a duralumin gnat because nothing happens when they burn their metal.
Feruchemy
Feruchemy is the art of storing one's own attributes in "metalminds" so that they can be drawn upon later. Instead of being consumed, the metal acts as a storage container. It is considered an end-neutral art, as no energy is lost or gained.
This art belongs to the Terris people, and is tied to their bloodline. Similarly to allomancy, the bloodline has weakened, so that now only Ferrings with one power exist, as opposed to true Feruchemists. Metalminds have to be in contact with the body in order to store or tap attributes, and can store more of an attribute depending on their size. No one can use another feruchemist's metalminds.
Feruchemy divdes the sixteen metals by the following categories: Physical, Cognitive, Spiritual, Hybrid.
I feel this needs an example, so: A Feruchemist with a pewtermind could spend an hour storing a portion of their physical strength in the metal. In this time they would weaken. Their muscles would deflate and undergo atrophy, but at a later time, the feruchemist could tap the metalmind to gain as much strength as they had lost. They could drain it over an hour for an increase equal to what they were storing, or gain double the strength they had been losing for almost half an hour, or become incredibly strong for a few moments.
Physical
Iron: Stores Weight. A Skimmer Ferring using this can become lighter by storing weight then draw on it later to become heavier.
Steel: Stores Physical Speed. A Steelrunner Ferring storing will be physically slower now in exchange for being faster when they tap. Speed is a difficult attribute to store but can be used to become a blur of motion for a short time.
Tin: Stores Senses. A Windwhisperer Ferring using this will become less sensitive in one of the five senses of his choice (sight, hearing, touch, smell, taste) when storing, and can tap to increase their senses later.
Windwhisperers are required to use a separate metalmind for each sense.
Pewter: Stores Strength. A Brute Ferring using this will lessen the size of his muscles to increase them later.
Cognitive
Zinc: Stores Mental Speed. A Sparker Ferring using this will slow down their thought process in exchange for thinking faster later.
Brass: Stores Warmth. Firesoul Ferrings using this will cool themselves in exchange for being able to warm themselves later by tapping the metalmind.
Copper: Stores Memories. An Archivist Ferring using this will be able to store memories inside a coppermind, forget it, then will be able to recall it with perfect clarity later while withdrawing it from the metal.
The ancient Terris order of the keepers used copperminds as giant encyclopaedias to attempt to preserve and carry with them all human knowledge.
Bronze: Stores Wakefulness. A Sentry Ferring using this will sleep or be drowsier now in exchange for staying awake longer later.
Hybrid
Cadmium: Stores Breath. A Gasper Ferring may hyperventilate while storing breath in exchange for eliminating or reducing the need to breathe later on.
Bendalloy: Stores Energy. A Subsumer Ferring using this can consume large quantities of food and store the calories in the metalmind, in exchange for the ability to forgo eating later.
Gold: Stores Health. A Bloodmaker Ferring using this will feel sick now in exchange for increased regeneration and healing later.
Electrum: Stores Determination. A Pinnacle Ferring using this will become depressed in exchange for a manic state when tapping the metalmind.
Spiritual
Chromium: Stores Fortune. A Spinner Ferring will become unlucky during active storage in exchange for increased fortune when tapping.
Nicrosil: Stores Investiture. Little is known about Soulbearer Ferrings and what use this power has.
Aluminum: Stores Identity. Trueself Ferrings can store their spiritual sense of self within an aluminum metalmind and is not well understood, but can be used to change your own personality.
Duralumin: Stores Connection. A Connector Ferring can store spiritual connection inside a metalmind, reducing friendship and outside awareness during active storage, in exchange for the ability to quickly form friendships and trust relationships while tapping.
Twinborn and Compounding
Due to the mixing of bloodlines there exist people who are both a misting and a ferring, these are known as twinborn. When a twinborn's allomantic and feruchemical powers share a metal, they can utilize another ability, called compounding.
Compounding is when a twinborn allomantically burns one of their feruchemical metalminds as fuel. This causes the attribute in the metalmind to be released exponentially. The consequence of this is that a twinborn can use allomancy to fuel their feruchemy, by burning their metal to gain more of an attribute than they store. This can be incredibly powerful, as long as they have supplies of their metal.
Hemalurgy
Hemalurgy is the art of stealing power from others using metal spikes. It is an end-negative art, as the power that is stolen is not as strong as the original. The gruesome process begins with taking a spike of an appropriate metal, and driving it through the heart of an allomancer or feruchemist. This steals at most one power and stores it in the spike. If the spike is then pineed in the body of another being, it confers that power to them. Usually the victim is placed directly over the receiver and the spike delivered in one blow, as this causes the least amount of power to be lost, though storing spikes in containers of blood is also known to stop the decay of power from being out of the body.
Hemalurgy is the most complex of the three arts, with both the type of spikes and the placement in the body having creating wildly different effects, as can be seen with the creation of creatures such as the koloss and the kandra.
The art of hemalurgy is lost in the modern world, with almost none aware of its existence and its ways, though all have heard of the inquisitors of legend, horrors with spikes for eyes and in their bodies, built each on the deaths of a dozen allomancers and feruchemists to create the ultimate killing machines.