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Found 462 results

  1. Hello everybody! This is my 2nd topic to post on this site, so forgive me if this has already been said but I thought I could point out the connections between the magic systems in the hope that we can learn how they relate to each other and the rest of the Cosmere. And I apologize in advanced, but this will be a very long post. Unfortunately, I have not read from the Emperor's Soul, so I will not be able to speak to the power of Forging. If someone would like to add that into the comments, I would be appreciative. I will add a Tl;Dr section at the bottom for those not interested in reading the full post. I would like to reflect the opinions of everyone who wants to add input, this forum page is a place for discussion, as such please be respectful of everyone's opinions. If you disagree, I would be happy to reflect your opinion on this post. To skip the explanation of all the magic systems, please feel free to Control+F "Connection" there will be a header that is bolded, italicized and underlined. Obviously, this topic will contain spoilers for Elantris, Warbreaker, Mistborn, and Way of Kings, if you prefer to read the book first, I do suggest you book mark this page so you can return to it once you have read all the books, thank you! I'm going to list a quick survey of the magic systems together so we can compare/ contrast them. I would absolutely love to hear any input or conjectures, no matter how big or small. So let's get started then: Elantris: Aon Dor: the magic of drawing Aons to access the Dor, a powerful pervasive magic that is focused through the massive Aon Rao which is Elantris and the surrounding areas. Notable Features: The Shaod will pick people in the surrounding areas of Arelon or Teod and transform them into Demi Gods of sorts, able to use Aon Dor. Once taken by the Shaod, the person's skin turns into silver and their hair turns a pure white. There is a connection between Aon Dor and Seons. The Fuel: The Dor having been accessed by Aons. ChayShan: the Magic of accessing the Dor to increase the Martial prowess. Known to the Jindoeese. Notable Features: this magic system was shown, only briefly, at the end of the book of Elantris. However, we know that similarly to AonDor, those who use the power rely on some sort of body gestures and motions (in this case a martial art) to access the Dor. Its effects seem to speed the martial artist up and giving them incredible power. So much, that Shuden was able to break the bones of a Dakhor monk. The Fuel: The Dor having been accessed through a combination of martial arts and meditation. Dakhor: the magic of enhancing the skeletal system and improving the body's capabilities far beyond what normal peoples should ever be able to accomplish. It does this by somehow by probably accessing the Dominion's gateway to the Dor. Notable Features: only the Dakhor monks in Fjorden have ever been known to have this power. While it doesn't necessarily seem to be based on location, I assume that the knowledge of how to access this power is a heavily guarded secret kept by the Dakhor Monastery. The abilities include teleportation, the ability to enhance the human body by shaping the skeletal structure. The structure of the bones seems to change the varying levels of power in this system. It also has the ability to wipe out Aons. -Thanks to Kurkistan for the Corrections. The Fuel: A willing human being must sacrifice himself. The Mistborn Trilogy and The Mistborn Adventures, book one: Allomancy: a magic that consumes metals to various effects. This magic comes from Preservation. Notable Features: Allomancy is an incredibly fun magic system in which the user can "burn" metals to push or pull on metals, forcibly change someone's emotions, hide themselves, find other Allomancers (and possibly find other uses of magics from other worlds, though this is speculation), strengthen their bodies and senses, affect their own stores (and those of others) of metals by depleting them or using them in a single burst of power, forsee the future and lastly affect time by slowing it down or speeding it up. This type of magic is genetic and becomes deluded after generations. Fuel: The fuel for Allomany comes from Preservation's power using metals as a "focus" for that power similar to how Aons focused the Dor's power. -Thanks to Kurkistan for the corrections. Feruchemy: the magic of Harmony. It relies on storing up an attribute into metals for later use. The use of this magic can be used to multiply the attributes several fold, but doing so drains the user quickly. Notable Features: Feruchemy is an end neutral magic system. BioChroma might be end-neutral, also. If the user can store up enough of an attribute, s/he can expend it very powerfully for a short time, until an equilibrium has been reached. The user can store or use the following attributes: Speed, Strength, Mental Speed, Health, Memory, Weight, Age, Senses, Warmth, Wakefulness, Spiritual Connection, Identity, Fortune, Investiture, Nutrition and Calories, and finally Breath. -Thanks to Kurkistan for the corrections and the link. Fuel: the user must store up these attributes into a metalmind of the correct alloy, then they can use that storage at a later time. Hemalurgy: the parasitic magic that can steal potentially any magic ability from any user given the right alloy of the spike, the knowledge of where to place the spike and I supposed the sadism to even use the magic. It is a "messy" magic. Notable Features: Hemalurgy steals magic from the magic user. The longer the spike is outside of a body, the more magic is lost. It is the only end-negative system in the Cosmere, so far, but it is highly possible that there will be another. When impailed with Hemalurgic spikes, the host of the spike can hear Ruin's or Harmony's intent. Given enough spikes, the host will be unable to act on their own as the intent becomes much more powerful and can overcome the free will of the subject. It's "an oddity in the cosmere". -Thanks to Kurkistan for the correction and the link. Fuel: the magic kills the Magic user and steals his power and is placed into the new host. So the fuel is either the blood, the life, or both of the host. The Way of Kings: Book one of the Stormlight Archive: Surgebinding: the magic of using Surges. There are various effects of this magic and the user can use only two, based on the Ten Essences The Ten Surges, as shown in the Knight's Radiant Table (Currently [though subject to change]: Surface Tension, Transportation, Transformation, Light, Grown, Friction, Division, Pressure, and Gravity). Users can affect Gravity, Heal, Lightweave, Soulcast without Fabrials, and can do many other things yet unknown. - Thanks to Kurkistan for the Corrections. Notable Features: All of these Magic use Stormlight and are only usable to the Knights Radiant. This magic system has not been fully explored and much of the details are unknown at this point. However there seems to be a connection between using the power, and having an Honor Spren. Though it is worth note that not all "Bond Spren" are "Honor Spren". -Thanks to Kurkistan and Gloom for the Corrections. Fuel: Stormlight, some magic left behind in the wake of a High Storm that is stored in Gems. Old Magic: Little is known about the Old Magic. We do know that they are some how tied to the Nightwatcher Voidbinding: Again, little is known about Void Binding and I will be sure to add in the information when it becomes available. Shardblades: Though more is known about Shardblades than the previous two magic Systems, there is still a great deal of mystery shrouding the blades. From what we do know, the blades were wielded by the Knights Radiant, but were abandoned on the Day of Recreance. They do not cut living flesh, but the soul it self. I could fully describe them, but it would be better to read the Wiki Article as the information there is fantastic. Warbreaker: BioChroma: is an interesting type of magic that requires the uses of Breath. Having different amounts of Breath can passively increase the wielder's ability to detect perfect hues of colors, gain perfect pitch, sense the Breath of others, Awaken without words, Agelessness, and Distort Colors among many other things. These various stages of Breath are referred to as Heightenings Every person on Nalthis is born with a single Breath given by the Shard Endowment. They can sell or give away their Breath to anyone else. People can then use these Breaths to perform a magic called Awakening, whereby they temporarily store their breath into an inanimate object and give it a command to obey. Notable Features: Awakening works best when the object is "human shaped" and organic. The closer the semblance to a human, the less Breaths are required to Awaken the object. Though, theoretically, nothing is impossible to Awaken, given the expertise and enough breaths to perform the awakening. -Thanks to Kurkistan for the corrections. Fuel: Breath (kinda). As the Breaths are not consumed in the process of Awakening, rather they are borrowed and then later returned. Some, however, believe that the fuel for Awakening is color. However it is worth noting that if this were the case, it would only be the initial fuel for the awakening as the magic does not rely on the constant draining of color to continue. At the Highest known heightenings, it is possible to use more color for awakening. -Thanks to Kurkistan and Robot Aztec for the corrections. I should note that the next three items on this list are simply an extension of BioChroma and not necessarily a new magic system unto their own. Returned: When a person dies a particularly virtuous way, they can be returned to life with a single, powerful BioChromatic Breath. In order to sustain themselves, they consume one Breath per week. They are the utmost Ideal of physical form. The men are tall and muscled, well formed, and the women are the embodiment of beauty. They can give up their one Breath to cure anyone of anything. The God King is a different type of returned but nevertheless, still a returned of a sort. -Thanks to Kurkistan for the corrections. Lifeless: these are not returned, they are simply a corpse that has been awakened to follow it's master's bidding. - Thanks to Kurkistan for the corrections. Nightblood: Nightblood is a sword that has been Awakened with BioChromatic Breath. It wants to "destroy evil" though, because it is a sword, does not understand exactly what evil is. Feel free to read the Wiki to understand the various facts about Nightblood. Ok, now we will explore the connections between the various Magic Systems: Let's start by grouping the Magic systems by how they are inherited or obtained. Magics obtained through inheritance (genetics, locations): Allomancy, Feruchemy, BioChroma (kind of) Aon Dor (though, I suspect with these two that the location only matters because Devotion is shattered), ChayShan Magics obtained though endowment (picked randomly or otherwise to ascend to power): Aon Dor through the Shaod, BioChroma via the Returned, Surgebinding, and Voidbinding (presumably) Magics obtained through taking someone's life force: Hemalurgy, Dakhor, and BioChroma (again! but this time by taking someone's Breath and/or absorbing color of nearby objects with the possibility of taking it from human flesh... looking at you Nightblood.) As you can see, there aren't a terrible lot of differences in the means of obtaining the powers. So let's take a second to explore some of the similarities. In Aon Dor, when one is taken by the Shaod, there is a visable change in their coloring. They get white hair and silver skin. We presume the one gets taken by the Shaod for having considerable Devotion to something. In BioChroma, the Returned come with just one Breath, like normal, except that this Breath is so powerful that colors seems to glow much brighter and more pure in their presence. Similarly to Aon Dor, the Returned are chosen to come back based on some Virtue that they possessed. In Surgebinding, the user glows when he holds in Stormlight, while there isn't a large difference in appearance (other than the the eye color changing to become a "Lighteyes") a Surgebinder is picked to become such when they display incredible acts of Honor Virtue. - Thanks to Kurkistan and Gloom for the correction and the link. My guess is that Voidbinding would be doable if one exhibited supreme hatred, thought this is speculation. Otherwise powers are obtained via location, heritage or simply by stealing someone else's power. We will get into that in a bit. Now let's take a look at the various storage of Fuels and their similarities. The majority stores their powers in Gems, Metals, and Bones. Though the powers vary on effects and uses, the method of storing excess power is similar. Allomancy: Metals Feruchemy: Attributes stored in Metals Hemalurgy: Power stolen; stored in Metals Surgebinding: Stormlight stored in gemstones Soulcasting with a Fabrial: the fuel is probably Stormlight stored in gemstones, but I imagine the cost is offset the Spren. Dakhor: The fuel is a human life, it is stored in human bones. Aon Dor: The Dor, a pervasive magic on the World of Sel. It acts differently as it isn't really stored so much as it is released. Probably similar to the Well of Ascension. BioChroma: Breath, kind of. In this regard, BioChroma acts differently. There really isn't a "fuel" for their power and it can technically be stored in anything. It even acts conversely against the other metals (IE storing Breath in Metal or rock is actually quite hard, its much easier to store it in something that was once living, similarly to Dakhor.) I believe that the fuel for the power of BioChroma is offset by Endowment, not unlike the Dor. It has been noted that the particular storage of fuel, be it in metal, gems or bones, could be irrelevant, and it could simply be a different method for a different world. However, given that the Shards created those worlds (and presumably the method of storing their power) it could have some relevance. - Thanks Kurkistan for the commentary. Alright let's evaluate the various Investitures that the Shards give to their Creations: Ok this is a bit harder to explain, this group evaluates the similar ways that the Shards invested themselves into a planet. For Example, the Seons and the Spren are the direct result of the Shards reducing their power (Seons, it seems were actually a result of the shattering of Aona [Devotion], and logic dictates that Spren could be similarly created. Though the origin of Spren seems to be a rather large debate with too few facts to say for certain) Seons and Spren are a particular life that exudes the influence of the Shard, presumably, and retains some of their power. Just to clarify, some examples of this power are the Seon's ability to communicate like a telephone and the Spren's ability to change size, shape and form. Furthermore, on Scadrial, humanity is, in part, different than everywhere else because they have a bit more Preservation inside of them. Then on Nalthis, Endowment has endowed (wow shocker) humanity with breath but even more powerfully, Endowment gives a very powerful Breath to the Returned to bring them back to life. We don't have a ton of information on the investiture of the Shards into the races in Way of Kings but we do have the Aimians who can change the form of their bodies not unlike the Spren that exist on that planet. I can't imagine that Shinovar doesn't have a large touch from Cultivation, but that's speculation. The point is, that the Shards have all invested themselves into their creations. We know from Preservation that this weakens them. This may be the way that Odium can be stronger than the other Shards as we can only really attribute the Voidbringers to his power, definitely not a full planet filled with life. - Thanks to Kurkistan, WeiryWriter, and Shardlet for the input and links. These Magics Grant Sentience: In Way of Kings, Syl slowly gained her sentience as her bond with Kaladin grew stronger. In Warbreaker, Nightblood gained his sentience through the vast amount of Breaths he received when he was Awakened. It would also be interesting to note, that while humans can Awaken, Endowment can Awaken granting full sentience rather than partial robotic following of a single imperative 90% sentience. - Thanks to Kurkistan for the corrections. In the Mistborn books, the Koloss and the Kandra both received their sentience when Hemalurgy was used on them. In Elantris, the Seons received their sentience from the Aon that glowed at their core. It would seem I am mistaken about the sentience of the Seons. It actually comes because they are Splinters of Aona (Devotion) IE the Dor's power was channeled in a way that gave them cognizance. - Thanks to Kurkistan for the correction and the link. While BioChroma remains King on investing mundane Items with Magic, it most certainly isn't alone: In Elantris, Aon Dor, by simply drawing an Aon on something, you turned something mundane into something magical. Need a light? Draw Aon Ashe on the wall. Want a Flamethrower or a Torch? Draw Aon Ehe on an object. Et Cetera. In Warbreaker, the Awakener could simply Awaken an object with a set of instructions for the Awakened item to obey. It temporarily took breath, but the item would do as commanded. You could also do this to a corpse and create a lifeless servant to follow and obey you. Do take note that a dead body acts very differently than a live one. This rule is the same with shardblades. In Mistborn, while you couldn't make items universally magical to all who held them, Feruchemy stored their magic in the metals, Hemalurgy stored the magic in the metals and an Allomancer could burn metals to produce magic. This becomes important to note. Most of us understand the mechanic of burning Feruchemical metals (metalminds) as an allomancer. The Feruchemy turned the Metal into something... greater than simple metal. I'd wager that there would be similarly fantastic effects to burning hemalurgic metals (Mistborn 2nd Trilogy mayhaps?). So while the metal would appear to be magical, it most certainly changes the properties of the metals in some fundamental ways. This begs the question if the metal's atomic compisition changes measurably and if the futuristic metals could be engineered to be "full" artificially for Feruchemists. IE, could they store a book into a coppermind that any Feruchemist could pick up and "read" anyway, sorry for the tangent =P. Also note that you can't affect metals in someone else's body. - Thanks to Kurkistan for the input. in Way of Kings, when stormlight fills a gem, it glows. When a Surgebinder lashes an object, it glows and sticks to whatever the Surgebinder wanted it to. The Shardblades and Shardplate are most certainly magical as well. They act differently in the hands of a dead man, and against dead bodies. Meaning that a dead man's Shardblade will not vanish if he drops it. Ok, so they're similar... So what? I think Brandon Sanderson means to write several books in which we can see the interactions of our favorite heros or at the very minimum a few books in which we'll see the way these magic systems interact. They are made to be used together. Adonalsium shattered and created the Shards which made the magics. This means that essentially these magic systems were all one at some point. However, there is a distinct possibility that these systems were not created to work together in some fashion, Kurkistan aptly points out this in the following quote. I would like to add a section in here concerning the ideas about the Spren and Seons that I have seen reflected in the comments below. Thanks to everyone for the input. - Natan - Kurkistan - Natans So this is the fun part of the post! I want to hear some of your ideas and input as well! What happens when the two magic systems meet? What happens if you burn an awakened metal? Could a Feruchemist access or store attributes in Awakened metal? In a Stormlight Gemstone? Could a Sel version of Nightblood or Shardblade be made by Forging, Writing an Aon on the blade, or using a Dakhor Bone Blade? Would Lightweaving be more powerful with Aon Ashe present? Does a Hemalurgic Spike steal all the victim's Breath? Does a Hemalurgic Spike affect Spren or Seons? How many of Sazed's religions do you think were Realmatically aware? What are the chances that Odium was worshiped on Scadrial? Could a Returned come from another planet? Could they be Returned to another planet? If so, what would happen to a Returned Mistborn? Say, Vin and Elend? Can a combination of the magic systems somehow repair a splintered Shard? I wrote this article to be discussed! If anyone has any input, please feel free to share it! I would love to hear it. Critiques are welcome, but as this is a post to discuss and speculate I would appreciate it if you would be polite to your fellow posters! TL;DR The magic systems are very similar in a lot of different ways. This could help provide some insight into the Cosmere about how Shards work and perhaps the purpose of Hoid's mission. Thanks everyone! I look forward to hearing your response! Please let me know if I missed giving you credit from your comments in the post!!!
  2. I've been trying to search just to make sure if anyone has brought this up yet, but I haven't seen anything. If someone has, I'd love a link to the topic. I want to point out that I only just discovered this wonderful website this past week. I've been reading/gobbling up all the theories and WoB voraciously, but I obviously haven't read everything yet. Still, it was bugging me that I noticed this and hadn't seen anything about it, so I'm going to post it. I don't have the annotations for all of the information, although I know for sure that I've read them in the past few days. Please forgive my lack of evidence for some statements. I was looking at a picture of the colored front page of TWoK that shows the 10 surges/Heralds and their faces and symbols, along with the odd dragonwasp-things. (I found an image via Google here: http://images2.wikia.nocookie.net/__cb20121114044819/stormlightarchive/images/c/c7/Knights_Radiant_and_the_ten_Surges.jpg). I was already beginning to think that the ten heralds and the KR and the different surges can probably be further categorized because of Navani's notes (http://coppermind.net/w/images/Navani2.jpg). The bottom image labels each of the ten jewels in the double-pupil (I forget the proper name for that formation, and surprisingly Coppermind doesn't have it listed that I can find), and I noticed that the top are all related to love while the bottom are all related to hate. Also, it seems the ones on the left are somehow related and the same for the ones on the right. The jewel placement obviously lines up with the Heralds' symbols in the first image from the front inside cover. I noticed that each of the symbols of the surges line up with a face on the outline (I'm sure people have noticed this) and also that each of the KR order symbols on the inside (they have to be) have lines connected to two of the surges, which makes sense since the different orders were said to be able to access two kinds of magic, correct? I don't have an annotation for this one, but I'm sure I read that. The one in the upper right hand corner is Jezrien 1) because the face is of a man with a crown and 2) the surge symbol associated with him is part of the symbol for Jezrien's shardblade. This got me to wondering how each of the 10 surges may be similarly related/categorized. Each of the surges also has a line that connects it to the one directly across from it, so Jez's surge symbol is connected by a line to the surge in the bottom left corner, etc. Each connection is between one man and one woman, meaning that the Heralds had 5 men and 5 women. I was looking at them all and realized that the top half is all men and the bottom half is all women (also can't help wondering if Navani's image has them switched/upsidedown, since I would associate women with love and men with hate, or even if Navani has general terms that are only partially correct). But then I realized that the categorization is very similar to the table of Allomantic Metals. Each of those are categorized, and are put into four quadrants in a similar way that the surges/jewels seem to logically be divided into four quadrants (http://images.wikia.com/mistborn/images/0/04/Table_of_Allomantic_metals.jpg). Could this possibly be a connection between the magic systems? Also, it really bothered me when I realized that Kaladin's symbol (seen on the big image here: http://www.17thshard.com/forum/topic/3091-not-a-herald/) looks like either Lerasium's or Zinc's Allomatic symbol (especially Zinc's). Is this just a coincidence? Especially because Zinc is in the upper right-hand corner of the Allomatic table, just as Jezrien's surge is... I'm less convinced about the Kaladin connection than I am with the connection between the two charts. Also, perhaps this is somewhat off-topic and maybe has even been discussed, but do the Allomatic symbols seem to have spikes driven through them? Are the symbols actually some sort of Hemalurgic guide to illustrate the type and placement of spikes in order to extract that particular ability?
  3. Because I'm struggling so much with this topic report, let's distract Kadrok by assigning Ferring and Misting powers to Magic colours! I'll start, and you guys can tell me I'm wrong! Allomancy Iron and Steel: Telekinesis to me seems to fit into Blue/White territory thematically, but given what Iron and Steel are used for, I can see Steel fitting into [blue or White]/Red (flying, tapping opponents and direct projectile damage) and Iron fitting square into White. Tin: Strikes me as Blue. Tin is all about information gathering and to me that fits squarely in Blue Pewter: Green. Buffs toughness and power. Green. Copper and Bronze: Shrouding also seems Blue, especially when combined with the metamagic approach to it... you're essentially countering Bronze. Bronze likewise strikes me as Blue: ye olde looking at your opponent's hand. Zinc and Brass: Ah, now these are interesting. Thematically there are a lot of enraging spells in Red, and the controlling aspect of it fits with Red's slew of "gain control for a turn" spells,so I'm putting Zinc as Red. For Brass? Blue again. Drowsing someone's emotions (to reduce the power of their attack) has been in Blue, and the whole manipulative angle of Blue fits with this. Alluminum: Lol. Duralumin: Seems like a ritual to me! Red or Black, which has the best history with ritual effects? Chromium: Is it countering (which would make it Blue) or land destruction (which would make it Red) or Silence (which would make it white)? Nicrosil: White? The Temporal Metals (Gold, Electrum, Cadmium, Bendalloy): Seem Blue to me. Blue does kind of have that Time Manipulation thing going on, and Gold-Electrum fit with the card drawing-gaining knowledge business, though I could see Bendalloy fitting into Red because of the whole 'Haste' thing. Some heavy Blue going on there. This isn't the first time I've noticed this with Allomancy, so imagine my surprise when I heard Sanderson's favourite magic colour is White! I'll do Feruchemy and Hemalurgy (lol. Black) later when I've done this blasted report!
  4. So we know that someone who doesn't know what they are doing when ingesting a piece of Lerasium becomes a Mistborn. That led me to start wondering since it and Atium are literally pieces of the Power of Creation, what would someone who wasn't already an Allomancer ingesting a bead of Atium become or would it affect them at all? Would ingesting an Atium and Lerasium bead at the same time make someone a full Feruchemist? Anyone else have thoughts about this or am I just crazy? Maybe this is how Hoid got his Feruchemical powers, by ingesting a bead of Lerasium and a bead of Atium at the same time.
  5. I was thinking about this last night and knowing that 16 is a big arc number when it comes to the Cosmere and BS, I got to thinking about whether the alloys count towards that number. My reasoning is that it does not; because Shards influence the world and that because alloys are man made things, we have only seen 8 of 16 metals used on Scadrial for the Metallic Arts. Of course if BS has said otherwise I'm totally willing to give up this notion of mine
  6. In brief: There are some situations in which burning Duralumin doesn't chew up an Allomancer's entire supply of directly burnable metal (metals not in vials, but immediately burnable) when the surged reserve is consumed. This leads me to theorize that there are ways to "cheat" Duralumin. The argument: Burning Duralumin as well as another Allomantic metal chews up your entire reserve of that metal and gives you a burst of power. This we know. Some Hemalurgically spiked individuals used Duralumin (Zane, Marsh, etc). This we also know. Further we know that it is possible to burn a Hemalurgic spike while it is in your body: 17th Shard: Can you burn the spikes? Like, Allomantically? For example, could they burn the steel in their head spikes? Brandon: (sighs) I considered that and I eventually decided that they could, but it would be an excruciating process that would probably knock them unconscious simply by doing it. The question is of course, why doesn't a Steel Inquisitor, burning both Duralumin and... say... Steel... burn up their own spikes? There are two answers that I can see: A. Hemalurgic Spikes, due to their invested nature, are overwritten in much the same way that a metalmind is. The Steel spikes don't count as the same reserve because you're burning Duralumin with Allomantic Steel (which is obviously identical to real steel given that the metal itself is just a key, not the source of power, let's move on) not Hemalurgic Steel1 or Feruchemical Steel. The key point here is that the metals are distinguished because the Steel the Inquisitors burn is 'blank', but their spikes are not. B. The spikes count as a separate reserve to the ingested metals due to location or disassociation with the ingested reserves. This is the far more awesome explanation2 because it implies that there are ways to "cheat" Duralumin... to gain a burst without burning up all your metal reserves. For example, if Inquisitors can burn their spikes while they are still in the body, it suggests that someone could burn an uncharged steel earring3 or some other metal source separate to the particular reserve in the digestive organs. Note that these answers are not mutually exclusive. It could both be true that location/disassociation separates metal reserves, and also that kinds of charge separates reserves. For example it may be true that an Allomancer-Feruchemist-Hemalugist burning Duralumin and Steel, who has also ingested a Steelmind and Steel Spike, would lose only the 'blank' Steel; but it could equally be the case that that same Allomancer-Feruchemist-Hemalurgist would not lose their uncharged Steel earring, not because of a difference in charge, but because the earring represents a distinct reserve of the same metal. FOOTNOTES 1 I can see there being four flavours of "Hemalurgic Steel" based on the power the Steel holds... but there are other threads discussing the interesting, and usually unhealthy things which happen when you burn a Hemalurgic spike, and so I won't discuss this further. 2 Which is obviously not a measure of its truth value, but still... 3 Unless of course the digestive organs provide a sort of spiritual gateway which is mimicked in the act of spiking someone (which is essentially spiritually stapling), and it is this connection to the spiritual which uniquely allows for the burning of metals.
  7. This theory is based off the Shardic Lens Theory. Restated briefly, the Power of Creation is a source of Light. Each of the 16 Shards is viewed as a Lens that can access this light and allow it to enter the Cosmere. When the Power passes through a Shard, it is distorted based on the Intent, creating 16 "colors" of Light. A human must have a piece of a Shard and use a physical Focus to access the Powers of Creation. One of my questions deals with the Power of a Shard and the Power of Creation. Are they the same thing? Could they be related? I am not sure, but for this theory I make an assumption that they are two different things. (The theory could also be reworked assuming they are the same, but subtle differences arise as a result) So assuming the Power of Creation is separate from the Shard itself, each Shard acts sort of like a Sun, radiating the Power of Creation into the Cosmere, but altering the Power in the process. That Light can be harnessed and used by any of the other Shards to accomplish their goals. I believe the metals of Scadrial form a link to one of the 16 Shards and allow access to one "color" of Light. Alloys may allow you to blend and combine various colors. This Light is then used as fuel. Under typical use, Allomancy would not change the total amount of Power that Preservation controls since the source of energy is the Power of Creation, filtered through the various Shards, then accessed through a Focus. You can also fuel Allomancy directly with the body of any Shard. We have seen that happen with the Well of Ascension, the Mists and Lerasium. Using these as fuel will directly access the Power of Preservation, temporarily dispersing his power and weakening the shard. The end effect of allomancy will be related in some way to the Intent that shaped the Power's color. Many of us have been puzzled by the correlation between Atium and Electrum. Used allomantically, they both reveal shadows of the future and have virtually the same effect. But electrum shows your own shadow while atium shows the shadows of others. I suggest that they are both directly related to the Intent of Ruin. Electrum is a physical focus that forms a link to Ruin, allowing access to black colored Light. Atium allows you to access Ruin's Power directly. Both forms of Power are shaped by the Intent of Ruin and will have similar effects when used allomantically. Expanding on this idea, could all of the metals have a corresponding shard? The only other God-Metal we know about is Lerasium, and it seems to be capable of altering a person's Identity to Attune them perfectly with Preservation. There is a feruchemical power that stores Identity. I suggest that Aluminium is the Metal that accesses white Light from Preservation. Used allomantically, aluminium alters the Identity of the other metals in the user, destroying them instantly. I suggest that a trained allomancer could control how Aluminum changes the metals instead of just destroying them.
  8. Dragonsteel is a rare and super valuable metal, which starts as a liquid form of ink, distilling in small pockets within the Pits of BYU. When used in feruchemy, it stores canonicity. While filling a dragonsteelmind, you and the rest of the world around you become less real, and subject to large amounts of change without affecting anything outside the bubble. By properly tapping a large number of charges, it's possible for you to become canon in a different work entirely. However, you need more charges to create a lasting impact; a small number of charges gets you only a cameo appearance, which is hardly canon at all. Hoid initially was unable to tap more than the smallest amount of canonicity, as he was a feruchemist and had limited reserves to draw upon. However, having stolen the lerasium beads from the Well of Ascension, he has gained the powers of a mistborn as well. Hoid is now, therefore, a dragonsteel compounder. And free to become canon and create changes in any story he wishes. At least, that's my theory. I think it explains all available evidence about Hoid. For instance, his origin story and all possible sources of dragonsteel are, like Dragonsteel, now noncanon. Hoid is becoming canon in more and more novels, as well - and he always shows up in vaguely the right place because you can't become canon unless there's a novel to be canon in. All known reserves of Dragonsteel have, on multiple documented occasions, vanished mysteriously, and we know that Hoid loves to steal important things. As I have not read Dragonsteel myself, I neither have - nor wish to have - any evidence against this theory. It is therefore impossible to disprove, and thus perfect in every way. Well, unless dragonsteel is, in fact, Dragon's Teel, the sesame oil of dragons. Which sounds like some sort of delicious hot pepper coating for bagels. I want some
  9. When I finished the first Mistborn book one of the most interesting abilities was tin, by the end The Hero of Ages it was my favorite ability. After thinking about how tin works I have three main questions that. Feruchemical tin enhances senses in a different way then allomantic tin does, since feruchemical sight simply works like a zoom button. So the first question I have is what thoughts do people have on how the other four feruchemical senses. The first twinborn combo I thought of was double tin not for compounding but to have as much control over your senses as possible. So the second question I have is what are your thoughts on how tapping and burning tin at the same time works. When you use Hemalurgy to spike a allomancer with an ability they already have it enhances it power. So the last question is what do people think would happen if you spike a Tineye with a spike endowed with tin. Not sure if any of these have solid answers already through other sources, was just curious about other people's thoughts.
  10. I am forming this theory as I write so forgive me. I was reading TFE where Vin uses gold for the first time. Kelsier repeatedly tells her it is an uncomfortable experience. She repeats this sentiment after she tries it, along with the desire to never try it again. It is possible that because the experience is so uncomfortable, gold is so expensive, and the benefit of its use are not readily apparent, that few if any have made the effort to truly understand it. This brings me to wonder, "What does gold really do?" Below is Vin’s experience with gold in TFE (Transcribed by me from the audiobook. Please forgive any punctuational discrepancies.) She was in two places at once. She could see herself, and she could she herself. One of her was a strange woman changed and transformed from the girl she had always been. That girl had been careful and cautious. A girl who would never burn an unfamiliar metal based solely on the word of one man. This woman foolish, she had forgotten many of things that had let her survive so long. She drank from cups prepared by others. She fraternized with Strangers. She didn’t keep track of the people around her. She was still far more careful than most people, but she had lost so much. The other her was something she had always secretly loathed, a child really. Thin to the point of scrawniness, she was lonely, hateful, and untrusting. She loved no one and no one loved her. She always told herself quietly that she didn’t care. Was there something worth living for? There had to be. Life couldn’t be as pathetic as it seemed. Yet it had to be. There wasn’t anything else. Vin was both. She stood in two places, moving both bodies, being both girl and woman. She reached out with hesitant uncertain hands, one each, and touched herself on the faces, one each. Vin gasped and it was gone. She felt a sudden rush of emotions, a sense of worthlessness and confusion. There were no chairs in the room so she simply squatted to the ground, sitting with her back to the wall, knees pulled up arms wrapped around them. What I learned from this… - Burning gold produces a second version of yourself that only you can see. - Vin felt as though she were both versions of herself simultaneously. - She seemed to scrutinize each “self” from the eyes of the other. - We know that when her gold ran out, Vin had a latent effect where it seems she had, briefly, taken upon herself attributes of the “other self”. Kelsier explains that just like atium lets you see into the future, gold lets you see the past, or at least another version of yourself, had things been different in the past. But I don’t think this is the case. Many times throughout TFE, Vin thinks to herself how she is like two different people. Vin the street urchin and Vin the noblewoman. She also notices that both seem to be masks of her true self, that the ash smeared face and ragged clothes of the street urchin is a costume to hide her true identity just as much as the makeup and dresses that ‘Vallete’ wears keep her hidden among the nobility. So here is my theory. Gold is the identity metal. I know that Brandon will be exploring identity in the future and I think gold will be the vessel of exploration. What I am uncertain about is what identity does for a member of the cosmere, and how can it be used in "cool and interesting" ways. I am toying with a few ideas. 1. a strong identity of self could make you less susceptible to emotional allomancy. Knowing yourself could enable you to better recognize external influences( I personally find this boring.) 2. You could not only solidify your identity but you could change your identity, by making distinct aliases with flawless mannerisms. 3. Or perhaps more interestingly you could alter you spiritual Identity to use another's metalminds. I don't know my imagination is somewhat limited. What are your thoughts? edit: I double pasted. woops!
  11. Disclaimers: This thread is a spin-off of the thread "Why are Bronze burners able to hear The Well of Ascension?" I am relatively sure this idea haven't been expressed in this way before (in OP), but I may be wrong. If so, please direct me to correct thread. Theory: I consider the Allomantic effects of Bronze and Copper. Despite the discrepancy of Pushing/Pulling, I think they are similar to the way Tin and Pewter work, but for different Realms. Tin and Pewter are Physical, and affect (primarily) Physical realm. Bronze and copper are Mental, so it would make sense that they affect primarily Cognitive realm. Now, Bronze and Tin similarity is obvious. Both enhance senses, though Bronze enhances the sense that is too weak for normal humans to notice - the sense of "ripples in the fabric of reality". A person can sense it without Bronze, if his sensitivity is high enough. (This leads me to theorize that you could steal those "Mental" senses by some metal, and, in theory, become a permanent seeker through Hemalurgy). It is also quite probable, that those senses are limited to Cognitive pathways, which will become important later. As all realms interact, it is possible that the change in spiritual, for example, would leak onto Cognitive and be detected, though. Now when we compare Pewter and Copper, the similarity is not obvious. Pewter makes you stronger and more agile, makes you heal faster and makes you body denser. Copper does not seem to affect one much. One can say, though, that Copper makes your Cognitive aspect stronger, no longer as affected by Emotional Allomacy (you can still be affected if the allomancer is strong enough). That does not explain copperclouds, until one considers what exactly is "Cognitive aspect." Here, however, I should refer to the curious aspect of time bubbles - namely, that it is affected by the perception of "object" and perception of "closeness", both Cognitive. If we consider one's cognitive aspect to be also part of intertwined cognitive aspects of things that perceive it and are perceived, in some way, by it, and assume that "ripples" heard by Bronze seeker propagate in cognitive realm along those connections, then increased strength and decreased "elasticity" of Smoker's cognitive aspect would dampen those pulses that happen to share the same connection. The results would be as follows: mental effects not affecting Smoker as much or at all. Things that direct power through non-Cognitive channels will not be affected. A Seeker inside coppercloud would be "deaf". Mental Allomancy affecting a person inside coppercloud (not Smoker himself) over a direct mental connection will be somewhat weaker, but not as much, possibly not significantly. And also, Coppercloud has an edge similar to time bubble. Thoughts?
  12. On the grounds of allomancy and feruchemy being genetic, could it be possible for a ferichemist misting to be born, or a mistborn ferring. Assuming it was possible, and you could be a full blown misting/feruchemist and a ferring/misting, which metals would you choose?