Difference between revisions of "Allomancy"

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|world=Scadrial
|related=[[Preservation]]
|focus=Metal
|prereq=Genetic ability, [[Snapping]]
|type=End-Positive
|universe=[[Cosmere]]
|books=[[Mistborn (series)|Mistborn]], [[The Stormlight Archive]],{{wob ref|6933}} [[The Sunlit Man]]
}}{{update|book=mb6}}
{{spoilers|tsm}}
{{quote
|Allomancy is brutal, raw, and powerful
|[[Khriss]] in "On the Three Metallic Arts"{{book ref|mb4|part=ars}}
}}
'''Allomancy''' is the most widely used form of [[Investiture]] on [[Scadrial]],{{book ref|mb4|part=ars}} and is locally known as one of the three [[Metallic Arts]]. People who have one or more Allomantic abilities are called '''Allomancers''' with each Allomantic power being paired with a type of metal, which must be ingested and "burned" to activate.
 
== Mechanics ==
Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned. This differs to how Feruchemy works, as Allomancy is not being powered by the body of the Allomancer, but instead by an external force.{{book ref|mb4|part=ars}} Like the other Metallic Arts, Allomancy as a magic system formed through the natural interactions between the two Shards that inhabit Scadrial, Preservation and Ruin, and the planet itself, instead of being created by a specific Shard.{{wob ref|5269}} This magic system, however, is generally tailored and fuelled by Preservation,{{epigraph ref|mb3|32}} although specific cases will involve an Allomancer drawing upon Ruin's essence instead.{{epigraph ref|mb3|78}} Like other forms of Investiture, Allomancy does not necessarily reflect the intent of the Shard which it is associated with.{{wob ref|4032}}
 
Allomantic metals are the [[focus]], but not the source, of Allomancy's power.{{wob ref|7708}} When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access Preservation and the power of creation,{{wob ref|6072}} after which it is vaporized.{{wob ref|10097}} However, this is only true for the base sixteen Allomantic metals and not God Metals or their alloys.
 
Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work.{{wob ref|13947}} When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too.{{book ref|mb1|7}} Allomancers can burn metals from any [[Cosmere#Planets|planet]] in the cosmere.{{wob ref|12692}}{{wob ref|2702}}{{wob ref|361}}{{wob ref|402}} This is due to the presence of Preservation in the Spiritual Realm.
 
Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this.{{wob ref|8949}} Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.{{wob ref|14804}} They are not immune to metal allergies, however.{{wob ref|16102}}
 
Advanced Allomancy can be combined with Feruchemy to gain faster-than-light travel.{{wob ref|4697}} It is possible to use Allomancy in the Cognitive Realm.{{wob ref|1835}}
 
=== Gaining Allomantic Abilities ===
Allomancy is a spiritually hereditary trait, that does not follow the same principles of dominant and recessive physical genetics.{{wob ref|12576}}{{wob ref|16270}} Scadrians with mixed skaa-noble heritage generally must have a noble in the previous five generations in order to be born an Allomancer.{{book ref|mb1|21}} The ability lays dormant until an Allomancer undergoes [[Snapping]], which will activate their Allomantic abilities. The abilities can be used instinctually, including while unconscious,{{book ref|mb1|15}} once awakened if the user is to ingest the correct type of metal, though training is required to use these powers well. Snapping does not affect the chances of having an Allomancer child.{{wob ref|2733}} Twins are more likely to have the same metal, especially if they are identical instead of fraternal.{{wob ref|345}}
 
It is possible to gain Allomancy through the use of Hemalurgic spikes where the spiritual DNA associated with Allomancy is transferred from one soul to another. If an Allomancer attempts to burn a [[Hemalurgic]] spike, the Allomancer's spiritual DNA will be spliced to that of the person's contained in the spike. The consequences of this are as of yet unknown.{{wob ref|4616}}
After the [[Final Ascension]], [[Harmony]] changed the way Snapping operated, but it is unknown how it was altered.{{wob ref|6888}}{{wob ref|4242}} After an Allomancer has Snapped, they will have access to their full power, and do not have to build to reach their full potential such as with Surgebinding.
 
===== Mist Sickness =====
In the run up to the [[Catacendre]], however, the mists cause sickness in people, triggering their own Snapping; this process is started by [[Preservation]], but is manipulated by [[Ruin]] into killing people, thus raising superstitions about the mists being dangerous.
 
In addition to Pulling and Pushing classifications, there are external and internal metals. External powers influence things outside an Allomancer's body, while internal powers influence the Allomancer. This naturally divides the sixteen Allomantic metals into four groups of four metals each: physical, mental, temporal, and enhancement powers. Each quadrant has a metal and alloy pair of an external power, and another pair of internal powers.
 
The Allomantic effects of metals are most similar to the effects of [[fabrial]]s on [[Roshar]]. Steel and Iron also have corresponding effects in how they affect Aether, whether other allomantic metals also have effects or not is currently unknown.{{book ref|tress|26}}
 
=== God Metals ===
[[God Metal]]s do not fit in the modern Allomantic Table, and Scadrians appear to only know of the metals that correspond to the Scadrian Shards; [[lerasium]], [[atium]], and [[ettmetalharmonium]], the last of which could only be burned theoretically, as it explodes upon contact with liquids.{{wob ref|9321}}{{book ref|mb6|22}} Unlike the standard Allomantic metals, which are regular metal elements and compounds, God Metals are a condensed, solid form of pure Investiture. Alloys of God Metals can lead to additional abilities.{{book ref|mb4|part=ars}}{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
 
{| width=80% class=infobox style='text-align:center!;' align=center
! class=title colspan=3 style='background-color:#bbf;' | God Metals{{file ref|Table of Allomantic Metals.jpeg|Table of Allomantic Metals}}
|-
|focus=!Metal
!Shard
!Effect
|-
| '''[[Atium]]'''
| [[Ruin]]
| Reveals other's future
|-
| '''[[Atium|Pure Atium]]'''
| [[Ruin]]
| Gives an expanded vision of the future
|-
| '''[[Malatium]]'''
| [[Ruin]]
| See into another person's past
|-
| '''[[Atium|Atium Alloys]]'''
| [[Ruin]]
| Various expanded mental and temporal effects
|-
| '''[[Lerasium]]'''
| [[Preservation]]
| Turns one into a Mistborn or increases one's Allomantic power
|-
| '''[[Lerasium|Lerasium Alloys]]'''
| [[Preservation]]
| Creation of Mistings, various expanded physical and enhancement effects
|-
| '''[[Harmonium]]'''
| [[Harmony]]
| Unknown
|-
| '''[[Trellium]]'''
| [[Autonomy]]
| Unknown
|-
| '''[[Raysium]]'''
| [[Odium]]
| Unknown
|-
|}
 
== History ==
{{partial}}
{{Mistborn|metals}}
[[category: Metallic Arts]]
[[category: Allomancy| ]]
[[es:Alomancia]]