One of the most popular things about Stormlight-channeling surgebinders of Roshar to the BioChromatic breaths of Nalthis, Sanderson's magic systems are intricate, fascinating, and always have secret depths of power that often require serious sacrifice – and nowhere is this more true than the world of Scadrial, home of the Mistborn series.

Mistborn's three forms of Investiture use are known as the Metallic Arts, as they all require metals as either a focus or a fuel. Some of them provide superhuman physical abilities, some allow for incredible mental feats, and some have powers that the residents of Scadrial are still only just beginning to understand. As anticipation builds for the next arc of Mistborn novels, which will be set at a level of industrial development roughly equivalent to the real world's 1980s computer boom, there's also plenty of theorizing about just how the Metallic Arts will function in an increasingly technologically savvy society.

Metals Of The Cosmere And Their Invested Abilities

All forms of Investiture use the same metals in different ways, as the relationship between the and the power changes fundamentally depending on the Metallic Art in question. Yet each metal's innate properties mean that the manifestations of those powers are similar across Arts, and so metals are grouped into categories of effect (Physical, Mental, Spiritual, and Temporal), direction of force (Push or Pull), and relation to the of the power (External or Internal).

Metals And Their Invested Abilities

Basic Metals

Metal

Allomantic Power

Feruchemical Power

Hemalurgic Power

Iron

Pull on nearby metal

Stores physical weight

Steals strength

Steel

Push nearby metal

Stores physical speed

Steals physical Allomancy

Tin

Increase senses

Stores senses

Steals senses

Pewter

Increase physical abilities

Stores physical strength

Steal physical Feruchemy

Zinc

Riots emotions

Stores mental speed

Steals emotional fortitude

Brass

Soothes emotions

Stores warmth

Steals cognitive Feruchemy

Copper

Hides Allomantic pulses

Stores memories

Steals mental fortitude/memory/intelligence

Bronze

Reveals Allomantic pulses

Stores wakefulness

Steals mental Allomancy

Higher Metals

Metal

Allomantic Power

Feruchemical Power

Hemalurgic Power

Cium

Slows down time

Stores breath

Steals temporal Allomancy

Bendalloy

Speeds up time

Stores energy

Steals spiritual Feruchemy

Gold

Reveals your alternate past self

Stores health

Steals hybrid Feruchemy

Electrum

Reveals your future

Stores determination

Steals enhancement Allomancy

Chromium

Wipes a target's Allomantic reserves

Stores luck

Might steal destiny

Nicrosil

Makes a target burn their entire Allomantic reserve

Stores Investiture

Steals Investiture

Aluminum

Wipes internal Allomantic reserves

Stores identity

Removes all powers

Duralumin

Burns all Allomantic reserves

Stores connection

Steals connection and identity

God Metals

Metal

Allomantic Power

Feruchemical Power

Hemalurgic Power

Atium

See others' futures

Stores youth

Steals any power or attribute

Lerasium

Makes someone a Mistborn

Unknown

Steals all abilities

Malatium

See others' pasts

Unknown

Unknown

Harmonium

Unknown

Unknown

Unknown

Trellium

Unknown

Unknown

Steals some abilities; can be given to kandra

3 Feruchemy

Storing Abilities Away In Metal For Later Use

Mistborn Table of Feruchemical Metals

Feruchemy is nominally the weakest of the Metallic Arts, but that's only because it's effectively neutral. A Feruchemist must be in physical with a piece of metal (called a "metalmind" and often worn as jewelry) and make the conscious effort to store the appropriate attribute in it, and then can tap into it later. A Feruchemist could spend an hour storing their sight in tin metalmind (reducing it while they do so), and then could later tap that stored sense to increase their visual acuity proportionally; power is neither created nor destroyed, simply deferred.

Most metalminds can only be used by the Feruchemist who created them. However, there are exceptions; aluminum can be used Feruchemically to create an "unkeyed" metalmind, which can be used by anyone with the relevant Feruchemical ability, and nicrosil and duralumin can be used to create an "unsealed" metalmind, which can be used by anyone

Feruchemy is most common on Scadrial among the Terris people, who developed many practices around this form of Investiture, but few of those practices were concerned with traditional concepts of power. Instead, Terris Feruchemists used their abilities as a survival strategy for their people's culture, using metalminds to transfer knowledge from generation to generation. Still, to assume a Feruchemist is weak is a shortsighted thought, as steel or pewter metalminds could easily allow one to fight a koloss on equal , or a gold metalmind could allow even potentially fatal blows to heal instantly.

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After the Catacendre, as the Terris population reintegrated with the rest of northern Scadrial, intermarriage between cultures led to the spreading and dilution of Feruchemical powers. While many Terris of old were full Feruchemists, able to use any of the metals, by the second arc of Mistborn novels, most are only Ferrings, only able to use a single kind of metalmind. A similar dilution of Allomantic abilities also mean that era saw the development of Twinborn – people who could use a single Feruchemical and single Allomantic power, like Waxillium Ladrian and his partner Wayne.

2 Hemalurgy

Using Metal And Blood To Transfer Power From One Person To Another

The Metallic Art derived from the Shard called Ruin is known as Hemalurgy, and is the most dangerous form of Investiture on Scadrial. A Hemalurgist pierces a key location of a target's body with a metal spike, which then saps the target of whatever ability the metal relates to. The spike can then be embedded in anyone, and transfers the ability to them. Combinations of Hemalurgic spikes can be used to completely transform people and animals, such as the various creations of the Lord Ruler that allowed the Final Empire to have such overwhelming military supremacy.

The Lord Ruler created several Hemalurgic constructs to help control his Empire. The koloss are people transformed into massive, blue brutes, losing most of their mental faculties in exchange for great physical strength and size. Kandra are Mistwraiths – amorphous, mindless creatures that roam Scadrial's wilds – that have been given sapience through Hemalurgy, and can change shape at will. Finally, the Steel Inquisitors are Allomancers or Mistborn who have been pierced with as many spikes as possible, making them incredibly dangerous, incredibly powerful, and perhaps most importantly, makes them utterly subservient to the Lord Ruler – and to Ruin.

As befits anything rooted in Ruin, Hemalurgy is destructive and easily abused to the point of seeming sadistic. Its intrinsically additive nature can allow someone to become horrifically powerful, like the Steel Inquisitors, which could easily overcome even a fully trained Mistborn. Still, Hemalurgy has weaknesses that can be exploited by those resourceful enough to mind them. For one thing, a body can only recieve so many spikes, so there is an upper limit to individual Hemalurgic power; for another thing, Hemalurgic spikes make the target vulnerable to emotional Allomancy – or even communication from one of the Cosmere's Shards.

1 Allomancy

Consuming The Innate Investiture Of Metal To Gain Incredible Power

While Feruchemy and Hemalurgy both store Investiture in pieces of metal, Allomancy works in reverse. An Allomancer consumes metal – most often as a solution of metal flakes suspended in alcohol or a drinkable oil – and then consciously metabolizes it in order to activate the power within. Activating Allomancy is usually known as "burning," as Allomancers describe it as causing a warm feeling in their belly. Unlike Feruchemy, where the Investiture comes from and returns to a body, or Hemalurgy, which requires a donor, Allomancy is limitless, with its limits bounded only by the Allomancer's supply of metal.

Kinds of Allomancers

Metal

Nickname

Iron

Lurcher

Steel

Coinshot

Tin

Tineye

Pewter

Thug

Zinc

Rioter

Brass

Soother

Copper

Smoker

Bronze

Seeker

Cium

Pulser

Bendalloy

Slider

Gold

Augur

Electrum

Oracle

Chromium

Leecher

Nicrosil

Nicroburst

Aluminum

Aluminum Gnat

Duralumin

Duralumin Gnat

Allomancy, like Feruchemy, is spiritually hereditary, and can be ed on through bloodlines, although an Allomancer's abilities usually remain dormant until a sufficiently traumatic event unlocks them. Most Allomancers can only burn a single metal, and are known as Mistings; Mistborn, Allomancers who can burn any Invested metals, are phenomenally rare, particularly in the years after the Catacendre.

Twinborn who can use the same metal for their Allomancy and Feruchemy are called Compounders, and can Allomantically burn their metalminds to gain massive bursts of whatever attribute is stored within them.

Some Allomancers are dangerous opponents, with metals like steel and iron allowing them to hurl metal projectiles around with dangerous force – doubly so after the Catacendre, as the development of firearms allowed Allomancers to perform the kinds of trick shots that real-world gunslingers like Annie Oakley couldn't even have dreamed of. Some metals, such as gold, only have esoteric Allomantic applications. But a full-blooded Mistborn like Vin, who can use all the metals in conjunction, is easily the most potentially powerful of the Metallic Arts – so long as their reserves hold out.