In the Mistborn series by Brandon Sanderson, **metals** play a central role as the foundation of the magic systems. The thred primary magic systems, Allomancy, Hemulargy, and Feruchemy, are powered by the ingestion or interaction with various metals, each granting unique abilities to those who possess the necessary abilities.
Allomancy and Metals
Allomancy is the ability to ingest and "burn" specific metals, granting users various supernatural abilities. Each metal has a corresponding effect, and those who are born with the appropriate "Allomantic gene" can harness these powers. The metals used in Allomancy include:
- Iron: Enables the manipulation of gravitational forces, allowing the user to pull metal objects towards them. - Steel: Grants the ability to push metal objects away with great force. - Tin: Enhances the user's sensory perceptions, granting heightened senses. - Pewter: Provides increased physical strength and endurance.
- Brass: Allows the dampening of emotions in others.
- Zinc: Enables the intensification of emotions in others.
- Copper: Provides the ability to create a "Coppercloud" to hide Allomantic pulses. Seekers cannot detect Mistborn or Misting's burning metals when they are in a coppercloud
- Bronze: Grants the power to detect Allomantic pulses, as well as identifying other Allomancers' use of metals.
- Atium: Rare and valuable, grants a glimpse of the future to the user.
- Malatium: Effects remain unknown, shrouded in mystery.
(some of the info above is incomplete and is based off of the earlier parts of the series.)
Feruchemy and Metals
Feruchemy is another magic system that utilizes metals but in a different manner. Feruchemists store various attributes within metals and retrieve them at a later time. Each metal is associated with a specific attribute. The metals used in Feruchemy include:
- Iron: Stores physical weight.
- Steel: Stores physical speed.
- Tin: Stores sensory acuity.
- Pewter: Stores physical strength.
- Zinc: Stores mental speed (thought process).
- Brass: Stores warmth.
- Copper: Stores memory.
- Bronze: Stores wakefulness.
- Gold: Stores health, allowing a person to heal quickly at the cost of being vulnerable during retrieval.
- Electrum: Stores determination.
(some of the info above is incomplete and is based off of the earlier parts of the series.)
Hemalurgy and Metals
Hemalurgy is a dark and forbidden magic system that involves using metals to steal attributes or powers from one person by killing them, then taking part of this soul, and transferring them to another. Hemalurgic spikes are created by driving a metal spike through a person's heart and then implanting it into another. The metals used in Hemalurgy include the same metals as Allomancy and Feruchemy, but their effects are twisted and sinister. All of its uses are unknown, but it is known that the type of metal used, as well as where it is planted on the subject matters.
Combination of Systems
Certain characters in the Mistborn series possess the ability to use both Allomancy and Feruchemy, referred to as being Twinborn. This combination grants them unique advantages and abilities, making them formidable individuals.
Role in Society
Metals and the magic systems they power have profound implications for the societies within the Mistborn series. Allomancers often hold positions of power and influence due to their abilities, and the manipulation of metals shapes the dynamics of politics, economy, and conflict.
Legacy
The innovative use of metals and the intricate magic systems centered around them have become defining features of the Mistborn series. The creative incorporation of metals as the catalyst for supernatural powers has contributed to the series' popularity and uniqueness.
See Also
For more detailed information on specific metals and their effects within the Mistborn series, you can explore the following pages:
- Iron - Steel - Tin - Pewter - Brass - Zinc - Copper - Bronze - Atium - Malatium - Feruchemy - Allomancy - Hemalurgy - Twinborn