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COPPER: Coppercloud Mistings (a.k.a. Smokers) burn copper to create an invisible cloud around themselves, which hides nearby Allomancers from being detected by a Seeker and which shields the Smoker from the effects of emotional Allomancy. Archivist Ferrings can store memories in a copper metalmind (coppermind); the memory is gone from their head while in storage, and can be retrieved with perfect recall at a later time.

DURALUMIN: A Mistborn who burns duralumin instantly burns away any other metals being burned at the time, releasing an enormous burst of those metals’ power. Mistings who can burn duralumin are called Duralumin Gnats due to the ineffectiveness of this ability by itself. Connector Ferrings can store Spiritual Connection in a duralumin metalmind, reducing other people’s awareness and friendship with them during active storage, and can tap it at a later time in order to speedily form trust relationships with others.

ELECTRUM: Oracle Mistings burn electrum to see a vision of possible paths their future could take. This is usually limited to a few seconds. Pinnacle Ferrings can store determination in an electrum metalmind, entering a depressed state during active storage, and can tap it at a later time to enter a manic phase.

GOLD: Augur Mistings burn gold to see a vision of a past self or how they would have turned out having made different choices in the past. Bloodmaker Ferrings can store health in a gold metalmind, reducing their health while actively storing, and can tap it at a later time in order to heal quickly or to heal beyond the body’s usual abilities.

IRON: Lurcher Mistings who burn iron can Pull on nearby sources of metal. Pulls must be directly toward the Lurcher’s center of gravity. Skimmer Ferrings can store physical weight in an iron metalmind, reducing their effective weight while actively storing, and can tap it at a later time to increase their effective weight.

NICROSIL: Nicroburst Mistings who burn nicrosil while touching another Allomancer will instantly burn away any metals being burned by that Allomancer, releasing an enormous (and perhaps unexpected) burst of those metals’ power within that Allomancer. Soulbearer Ferrings can store Investiture in a nicrosil metalmind. This is a power that very few know anything about; indeed, I’m certain the people of Terris don’t truly know what they are doing when they use these powers.

PEWTER: Pewterarm Mistings (a.k.a. Thugs) burn pewter to increase their physical strength, speed, and durability, also enhancing their bodies’ ability to heal. Brute Ferrings can store physical strength in a pewter metalmind, reducing their strength while actively storing, and can tap it at a later time to increase their strength.

STEEL: Coinshot Mistings who burn steel can Push on nearby sources of metal. Pushes must be directly away from the Coinshot’s center of gravity. Steelrunner Ferrings can store physical speed in a steel metalmind, slowing them while actively storing, and can tap it at a later time to increase their speed.

TIN: Tineye Mistings who burn tin increase the acuity of their five senses. All are increased at the same time. Windwhisperer Ferrings can store the acuity of one of the five senses into a tin metalmind; a different tin metalmind must be used for each sense. While storing, their acuity in that sense is reduced, and when the metalmind is tapped that sense is enhanced.

ZINC: Rioter Mistings burn zinc to Riot (enflame) the emotions of nearby individuals. This can be directed at a single individual or across a general area, and the Rioter can focus on specific emotions. Sparker Ferrings can store mental speed in a zinc metalmind, dulling their ability to think and reason while actively storing, and can tap it at a later time to think and reason more quickly.

On the Three Metallic Arts

On Scadrial, there are three prime manifestations of Investiture. Locally, these are spoken of as the “Metallic Arts,” though there are other names for them.

Allomancy is the most common of the three. It is end-positive, according to my terminology — meaning that the practitioner draws in power from an external source. The body then filters it into various forms. (The actual outlet of the power is not chosen by the practitioner, but instead is hardwritten into their spiritweb.) The key to drawing this power comes in the form of various types of metals, with specific compositions being required. Though the metal is consumed in the process, the power itself doesn’t actually come from the metal. The metal is a catalyst, you might say, that begins an Investiture and keeps it running.

In truth, this isn’t much different from the form-based Investitures one finds on Sel, where specific shape is the key — here, however, the interactions are more limited. Still, one cannot deny the raw power of Allomancy. It is instinctive and intuitive for the practitioner, as opposed to requiring a great deal of study and exactness, as one finds in the form-based Investitures of Sel.

Allomancy is brutal, raw, and powerful. There are sixteen base metals that work, though two others — named the “God Metals” locally — can be used in alloy to craft an entirely different set of sixteen each. As these God Metals are no longer commonly available, the other metals are not in wide use.

Feruchemy is still widely known and used at this point on Scadrial. Indeed, you might say that it is more present today than it has been in many eras past, when it was confined to distant Terris or hidden from sight by the Keepers.

Feruchemy is an end-neutral art, meaning that power is neither gained nor lost. The art also requires metal as a focus, but instead of being consumed, the metal acts as a medium by which abilities within the practitioner are shuttled through time. Invest that metal on one day, withdraw the power on another day. It is a well-rounded art, with some feelers in the Physical, some in the Cognitive, and even some in the Spiritual. The last powers are under heavy experimentation by the Terris community, and aren’t spoken of to outsiders.

It should be noted that the interbreeding of the Feruchemists with the general population has diluted the power in some ways. It is now common for people to be born with access to only one of the sixteen Feruchemical abilities. It is hypothesized that if metalminds could be made from alloys with the God Metals, other abilities could be discovered.

Hemalurgy is less widely known in the modern world of Scadrial. Its secrets were kept close by those who survived their world’s rebirth, and the only known practitioners of it now are the kandra — who for the most part serve Harmony — a few scattered koloss clans, and the Set.

Hemalurgy is an end-negative art. Some power is lost in the practice of it. Though many through history have maligned it as an “evil” art, none of the Investitures are actually evil. At its core, Hemalurgy deals with removing abilities — or attributes — from one person and bestowing them on another. It is primarily concerned with things of the Spiritual Realm, and is of the greatest interest to me. If one of these three arts is of great importance to the cosmere, it is this one. I think there are numerous possibilities for its use.

Combinations

It is possible on Scadrial to be born with ability to access both Allomancy and Feruchemy. This has been of specific interest to me lately, as the mixing of different types of Investiture has curious effects. One need look only at what has happened on Roshar to find this manifested — two powers, combined, often have an almost chemical reaction. Instead of getting out exactly what you put in, you get something new.

On Scadrial, someone with one Allomantic power and one Feruchemical power is called “Twinborn.” The effects here are more subtle than they are when mixing Surges on Roshar, but I am convinced that each unique combination also creates something distinctive. Not just two powers, you could say, but two powers … and an effect. This demands further study.