Post by Two McMillion on Sept 7, 2013 18:05:03 GMT
Each of the metals must either be pure, or alloyed in the correct amount for maximum effect. If an improper metal's use is attempted, sickness can result. Though the same metals are used in all the arts, the metals are commonly called the "allomantic" metals.
In summary, the three metallic arts are as follows:
- Allomancy is the first of the three, and the most common. An Allomancer is born with the power to swallow one or more of the sixteen metals (plus possibly Atium), and then "burn" (use) these metals for a specific effect. This ability is unlocked later in life by some traumatic event, called "snapping". Mistings have the ability to burn a single metal of the sixteen, or Atium. The incredibly rare and powerful Mistborn are able to utilize all of them. If a person can burn more than one metal, they can burn all of them.
- Feruchemy is the second of the metallic arts. A person with Feruchemical power is born with the ability to store some attribute of themselves, such as weight, strength, or speed, in a specific metal while touching that metal. In doing so, that attribute is reduced for a time (for example, they become weaker or slower), but later, by touching the same piece of metal again, they can use the stored attribute in addition to their natural amount of it. A person who can store in one of the sixteen, or Atium, is called a Ferring. If a person can store in more than one metal, they can store in all of them, and are called a Feruchemist, or a Full Feruchemist if the speaker needs to be more specific.
- Hemalurgy is the last of the three arts. A person who uses this art in any way is called a Hemalurgist. Unlike the others, a person need not be born with a power to utilize it. Instead, Hemalurgy uses metal spikes to steal the abilities of other people. By harming or killing others with metal spikes and then driving the spike into their own body, a Hemalurgist can take another's power for themselves. Hemalurgical power depends on the kind of spike and where in the body of its victims and uses the spike is later driven in. Hemalurgy can only grant a weakened version of the powers it steals, but it allows tremendous flexibility for those who are willing to pay the price to use it. Unfortunately, users of Hemalurgy often become the victims of insanity. Hemalurgy is not well known and is kept a closely guarded secret by those who know of it.
A person who uses any of the arts is sometimes called a Metalborn.
It is possible for a person to use more than one of the arts, as well. Using them in concert can produce very special effects...
- A Twinborn is a person who is able to use one Allomantic power and one Feruchemical power. Twinborn are more rare than Ferrings or Mistings, but not as rare as Mistborn or Feruchemists.
- A Compounder is a special kind of Twinborn- one who is able to use the Allomatic and Feruchemical effects of the same metal. Because of this, they are able to store an attribute in a metal, and then swallow and burn that same piece of metal. This gives them the usual Allomantic effect, but it also amplifies the Feruchemical effect, returning tenfold what was invested. A Compounder who was able to store strength could, for example, burn the metal he had stored strength in and gain ten times the amount of strength he had put into it. Coumpounders are almost as rare as Mistborn.
- The legendary Fullborn would be a person able to use, and therefore compound, all Allomantic and all Feruchemical metals. Such a being would be incredibly powerful- perhaps worth entire armies. No applications for Fullborn will be accepted, thanks.
For detailed explanations of all three arts and the effects of each specific metal, see below.