Difference between revisions of "Invested Art"

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{!{magic
|related=[[Investiture]], [[Shard]]s
|universe=[[Cosmere]]
}}
{{quote
Oh god, why do I do this to myself.
|Investiture is finicky. Usually requires specific things—Intent, Commands, familiarity—to manipulate.
|[[Nomad]] on the manipulation of [[Investiture]]{{book ref|tsm|13}}
}}
An '''Invested Art''', sometimes referred to as '''arcana''', is a magic system in the [[cosmere]].{{wob ref|14446}} Invested Arts can vary wildly in their appearance, mechanics, and effects, but they all involve practitioners being Initiated and using their abilities to manipulate [[Investiture]].{{book ref|elantris|part=ars}} Planets, [[Shard]]s, and the fundamental forces that make up the cosmere all affect an arcana's function and powers.{{wob ref|11844}}
 
== CreationMechanics ==
=== Intention ===
I know there's stuff out there on the creation of the Metallic Arts. How it's an interaction between a Shard and a planet, how much a Shard can influence or change things, blah blah blah
{{for|Intention}}
{{sidequote
|Intent matters. Intent is king. You cannot do what I attempt by accident. You must mean it. This seems a much greater law than we've ever before understood.
|From [[Rhythm of War (in-world)|Rhythm of War]], endnotes{{book ref|sa4|72}}
|side=right|size=300px
}}
'''Intention''' is a practitioner's explicit purpose or will when attempting to manipulate Investiture. A person reaches into the [[Spiritual Realm]] with their mind and concieves or wills something to happen.{{wob ref|77}} All Invested Arts require Intention to some extent. In the most simplistic applications of an Invested Art, the body itself has the Intent to survive, which allows a person to use Investiture without realizing it. This is what allows [[Allomancy#Types of Allomancers|Mistborn]] like [[Vin]] to burn trace amounts of [[pewter]] without realizing it.{{wob ref|15700}} More involved magics, however, require more specific Intentions. For an Invested Art like [[Allomancy]], a simple explanation of the metals functions and how [[Compounding]] works is enough to create the Intention required to work the magic.{{wob ref|850}} On the other hand, [[Awakening]] is almost as much mental as spoken. If the visualizing of the [[Command]] is not firm, the Awakened object can behave in a unknown manner or not at all. The more complex the command the more important that mental component is.{{book ref|wb|46}} These two arcana--Allomancy and Awakening--make up opposite ends of the spectrum of how important Intent is for the magic to work, with most falling somewhere in between. This also follows a more general principle of Invested Arts. Invested Arts where the power is internal have more dexterity in how they can use Intent to shape the result.{{wob ref|315}}
 
[[Hemalurgy]] simply requires that someone intend to make a spike when they do it. Hemalurgy has only one known mental component: that the user or [[Shard]] must be trying to do Hemalurgy (this is [[Ruin]]'s intent when [[Spook]] temporarily gains the ability to burn pewter). This mental component, if not present, renders the spike to a normal metal spike and simply harms the victim.{{wob ref|3214}} When present, it controls what is stolen when used in conjunction with the correct binding point.{{book ref|mb3|42}} [[Feruchemist]]s can use Intention to control what specific attributes they store in a metalmind. For example, a tin metalmind can store and tap a specific sense, while tin enhances all senses in Allomancy.{{wob ref|3415}} [[AonDor]], and likely other [[Sel]]ish arcana, require Intention to draw the symbols required for the Art. Someone cannot draw an Aon and accidentally use Investiture.{{wob ref|3318}}
https://wob.coppermind.net/events/368/#e11844
 
=== Command ===
https://wob.coppermind.net/events/508/#e16106
{{for|Command}}
{{quote
|That was common across many of the flavors and varieties of power around the cosmere. Commands, oaths, incantations…any way to focus your will, your Intent, and project it to the Investiture.
|[[Nomad]]'s explanation of [[Command]]s{{book ref|tsm|21}}
}}
'''Commands''' are words or phrases used to focus Intent when attempting to impose the practitioner's will upon Investiture.{{book ref|tsm|21}} The concepts of [[Command]] and Intent are fundamentally intertwined. While a person's Intent more broadly encompasses what they are trying to accomplish, the Command is the narrower words they use to express that Intent. For example, if someone creates an [[Awakening|Awakened]] object with the instructions "fetch keys," the Command is exactly that whereas the Intent would include the Awakener's broader desire to escape whatever is imprisoning them and be free. The words of the Command help focus the Intent, but, depending on the Invested Art involved, the skill of the person making the Command, and other factors, the Investiture involved can also understand the broader Intent involved, not just the Command. Even people who are relatively knowledgeable about the mechanics of the cosmere, like [[Vasher]], will conflate the Command and its associated Intent, and most of the time there is not much of an appreciable difference, though it is important for the cosmere overall that the Intent is understood and not bound by the limited form of the Command.{{wob ref|14636}}
 
Commands are not equally important in all Invested Arts. In [[Allomancy]] and [[AonDor]], other mechanics exist to impose will upon Investiture. Metals in Allomancy act as a key or focus that determines which effect is created by the user. In AonDor, the effects of the power are determined by the shape of the [[Aon]] drawn. These focuses have a similar effect to Commands in how they focus power, but it is done on the scale of the magic system as a whole rather than the individual.{{wob ref|14878}}
https://wob.coppermind.net/events/243/#e5269
 
== Mechanics ==
=== Initiation ===
{{for|Initiation}}
[['''Initiation]]''' is the process by which a person is chosen to gain the ability to access a manifestation of [[Investiture]] (and/or the process of actually gaining such access).{{book ref|elantris|part=ars}} [[Vessel]]s can choose to alter how Initiation for their Shard's magic works to some extent, subject to some limitations determined by the underlying mechanics.{{wob ref|2716}} The method of Initiation varies between different manifestations, but there are [[cosmere]]-wide principles underlying the different methods: in order for a person to be Initiated, it is generally necessary for their soul to have some degree of "damage", creating cracks in their [[spiritweb]] that Investiture can rush into and fill, thereby linking them to the magic.{{wob ref|4597}} Some magic systems make it much easier than others to achieve this.{{wob ref|2716}}
 
=== IntentionResonance ===
{{for|Resonance}}
The [[intent]] of a user is very important to several magic systems; these magic systems require a mental component to function. Some, like Hemalurgy, simply require that someone intend to make a spike when they do it, and others, like Awakening, require complex images created in your mind with the spoken command to function. Hemalurgy has only one known mental component: that the user or [[Shard]] must be trying to do Hemalurgy (this is [[Ruin]]'s intent when [[Spook]] temporarily gains the ability to burn pewter). This mental component, if not present, renders the spike to a normal metal spike and simply harms the victim. When present, it controls what is stolen when used in conjunction with the correct binding point. Awakening is almost as much mental as spoken. If the visualizing of the command is not firm, the Awakened object can behave in a unknown manner or not at all. The more complex the command the more important that mental component is. In [[Surgebinding]], the mental component has varying degrees of necessity depending on the [[Surge]] used. [[Surgebinding#Illumination|Lightweaving]] requires an extremely clear image in a user's mind to create an illusion with the appropriate appearance, but with Surges like Gravitation the user does not have to have any idea of what they are doing; the Surge will do the same thing regardless. Some Surges do require simply that the user wish it to happen. Often with Surgebinding this can be accomplished by instinctively pushing [[Stormlight]] into something.
'''Resonances''' are additional powers or effects gained by people with access to more than one Invested Art or [[Surge]].{{wob ref|4570}} This occurs because powers manifest slightly differently when paired with another power. Both the powers themselves will work slightly differently and the additional resonance will appear.{{wob ref|1524}} An example of a resonance is the mnemonic abilities found in the [[Order of Lightweavers|Lightweavers]] of [[Roshar]].{{wob ref|915}} Resonances dilute as the number of powers a person has increases, so a [[Allomancy#Types of Allomancers|Mistborn]] would not have any.{{wob ref|3959}} Hemalurgy also does not provide resonances, even if only two powers are granted via spike.{{wob ref|12024}}
 
=== ResonanceCreation ===
{{sidequote
[[Resonance]]s are additional powers or effects gained by people with access to more than one [[Investiture|Invested Art]] or [[Surge]].{{wob ref|4570}}
|The level of corruption of a soul that was possible in ancient days is no longer viable; if too many spikes are added, souls stop gaining powers. Marsh doesn't think this is a conscious decision on Harmony’s part. Indeed, I think this is beyond the conscious abilities of even a Shard.
|[[Khriss]]'s musings on the changes in [[Hemalurgy]]{{book ref|mb7|part=ars}}
|side=left|size=350px
}}
Invested Arts in the cosmere are a naturally occurring combination of the planet itself, any [[Shard]]s Invested on the planet, and the pre-[[Shattering]] arcana and physics that exist across the cosmere.{{wob ref|11844}} As a result, a Shard's death does not functionally change an Invested Art, even if the arcana uses that Shard's Investiture or [[Intent]].{{wob ref|5269}} An Invested Art can also exist or be discovered on planets that don't have the Shard associated with it in residence. This process is best illustrated by [[Hemalurgy]]. To use Hemalurgy, a practitioner must be in line with Ruin's Intent. However, Hemalurgy can be discovered and used on planets where Ruin does not have an active presence, and Hemalurgy still exists with a few notable changes in mechanics after Ruin's death and the formation of [[Harmony]].{{wob ref|16106}}
 
The amount of influence a Shard has on a magic system can be examined through a few different changes that have occurred to Invested Arts and the amount of control different Shards have had on those changes. As part of the plan to defeat [[Ruin]], [[Preservation]] altered Allomancy as a clue for mankind.{{epigraph ref|mb3|71}} Preservation replaced [[cadmium]] and [[bendalloy]] with [[atium]] and [[malatium]] among the Allomantic metals.{{wob ref|16082}} One-sixteenth of those who fell sick from the mists remained sick for sixteen days, Snapping into atium [[Misting]]s.{{book ref|mb3|81}} Similarly, [[Harmony]] healed [[Spook]]'s [[savantism]], changed him from a [[tin]] Misting to a [[Allomancy#Types of Allomancers|Mistborn]],{{book ref|mb3|epilogue}} and altered how [[Snapping]] works.{{wob ref|4242}}
== Classification ==
Within each Invested Art, the spiritwebs of the practiioners can be viewed as a closed system. The Investiture used to create an effect can come from one of he following three categories within the closed loop.
 
Conversely, the changes in Hemalurgy after the [[Catacendre]] are not a conscious choice on Harmony's part, but is instead a side-effect of reigning in Ruin's nature within Harmony. The lack of Hemalurgic decay and the limit on the number of spikes a person can be granted via spikes are a result of modern souls not accepting as much of Ruin's influence, which previously could've warped souls past recognition.{{book ref|mb7|part=ars}}
;End positive: When practicing an end-positive Investiture, the practitioner draws in power from an external source.{{book ref|aol|part=ars}} The practitioner gains power from the external source. The Investiture is positive in that it adds -- in most cases temporarily -- power to the practitioner. Most types of Investiture are end-positive.{{wob ref|1084}}
 
Before his death, [[Honor]] placed limits on the powers of the [[Bondsmith]]s.{{book ref|sa4|111}} The extent to which Shards are capable of controlling the Invested Arts associated with their power is unclear, but a living Shard can actively influence it in some way.
;End-neutral: For an act of Investiture to be considered end-neutral, power is neither gained nor lost{{book ref|aol|part=ars}}. A practitioner manipulates power that already exists or power that comes from themselves.
 
== Classification ==
;End-negative: In the practice of an end-negative Investiture, some power is lost.{{book ref|aol|part=ars}} End-negative Investiture is very rare.{{wob ref|1084}}
Within each Invested Art, the spiritwebs of the practiionerspractitioners can be viewed as a closed system. The Investiture used to create an effect can come from one of hethe following three categories within the closed loop.
 
; End positive
While every type of Investiture can be classified along these categories,{{wob ref|1084}} it is most useful when applied to the [[Metallic Arts]].{{wob ref|171}} Allomancy draws Investiture from [[Preservation]] in a similar way to [[AonDor]] pulling power from the [[Dor]]; both are considered end-positive since they add power to the Allomancer or Elantrian. Allomantic [[Atium]] draws power from [[Ruin]]'s concentrated Physical form, but is still considered end-positive as the power comes from an outside source. [[Feruchemy]] is end-neutral, since the amount of Investiture remains constant. [[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.{{book ref|mb4|part=ars}}
;End positive: When practicing an end-positive InvestitureInvested Art, the practitioner draws in power from an external source.{{book ref|aol|part=ars}} The practitioner gains power from the external source. The Investiture is positive in that it adds -- in most cases temporarily -- power to the practitioner. Most typesInvested of InvestitureArts are end-positive.{{wob ref|1084}}
 
; End-neutral
These categories don't always apply well to other Invested Arts because of differences in how the system is defined when analyzing the net gain or loss of Investiture.
;End-neutral: For an actInvested of InvestitureArt to be considered end-neutral, power is neither gained nor lost{{book ref|aol|part=ars}}. A practitioner manipulates power that already exists or power that comes from themselves.
Awakening is also considered end-neutral, even though color is lost.{{wob ref|6738}} If defining the sstem as a single practitioner, Awakening could appear to be either end-positive or end-negative depending on whether they give or receive [[Breath]]s.{{wob ref|171}} However, the same number of Breaths will exist across all Awakeners, and Breath is what fuels the magic, therefore it is considered end-neutral.{{wob ref|3872}}{{wob ref|6738}} [[Surgebinding]] is a magic system whose classification is debatable by arcanists. Surgebinders typically use Investiture that already exists in the system in the form of [[spheres]] to power their magic. Functionally, however, putting Investiture in s sphere merely causes a time delay between adding it to the system and using it to fuel powers, as seen when [[Knights Radiant|Radiants]] pull Investiture directly from the [[highstorm]] or [[Honor's Perpendicularity]] to fuel abilities. As such, most arcanists accept end-positive as the proper Surgebinding classification.{{wob ref|3859}}
 
; End-negative
Most Invested Arts are end-positive,{{wob ref|171}} with some end-neutral.{{wob ref|1084}} End-nagative Invested Arts are extremely rare, with only [[Hemalurgy]] and one currently unknown one classified that way.{{wob ref|2748}}
;End-negative: In the practice of an end-negative InvestitureInvested Art, some power is lost.{{book ref|aol|part=ars}} End-negative Investiture is very rare.{{wob ref|1084}}
 
While every typeInvested of InvestitureArt can be classified along these categories,{{wob ref|1084}} it is most useful when applied to the [[Metallic Arts]].{{wob ref|171}} Allomancy draws Investiture from [[Preservation]] in a similar way to [[AonDor]] pulling power from the [[Dor]]; both are considered end-positive since they add power to the Allomancer or Elantrian. Allomantic [[Atiumatium]] draws power from [[Ruin]]'s concentrated Physical form, but is still considered end-positive as the power comes from an outside source. [[Feruchemy]] is end-neutral, since the amount of Investiture remains constant. [[Hemalurgy]] is end-negative. Investiture held in a spike outside the body decays.{{book ref|mb4|part=ars}}
== Common Powers ==
 
Many of the powers exhibited in the cosmerer are a natural part of the cosmere's physics. As a result, powers often have similar effects across different planets despite a Shard influencing how the power is administered and accessed.{{wob ref|15703}} As people in the cosmere become more aware of other planets and magic systems, they start to use the same terminology to describe similar magics from different sources. The follow describes some of the commonly seen magics and the principals that guide them despite the source.
These categories don't always apply well to other Invested Arts because of differences in how the system is defined when analyzing the net gain or loss of Investiture. Awakening is also considered end-neutral, even though color is lost.{{wob ref|6738}} If defining the sstemsystem as a single practitioner, Awakening could appear to be either end-positive or end-negative depending on whether they give or receive [[Breath]]s.{{wob ref|171}} However, the same number of Breaths will exist across all Awakeners, and Breath is what fuels the magic, therefore it is considered end-neutral.{{wob ref|3872}}{{wob ref|6738}} [[Surgebinding]] is a magic system whose classification is debatable by arcanists. Surgebinders typically use Investiture that already exists in the system in the form of [[spheres]] to power their magic. Functionally, however, putting Investiture in sa sphere merely causes a time delay between adding it to the system and using it to fuel powers, as seen when [[Knights Radiant|Radiants]] pull Investiture directly from the [[highstorm]] or [[Honor's Perpendicularity]] to fuel abilities. As such, most arcanists accept end-positive as the proper Surgebinding classification.{{wob ref|3859}}
 
Most Invested Arts are end-positive,{{wob ref|171}} with some end-neutral.{{wob ref|1084}} End-nagativenegative Invested Arts are extremely rare, with only [[Hemalurgy]] and one currently unknown one classified that way.{{wob ref|2748}}
 
== Recurring abilities ==
Many of the powers exhibited in the cosmerercosmere are a natural part of the cosmere's physics. As a result, powers often have similar effects across different planets despite a Shard influencing how the power is administered and accessed.{{wob ref|15703}} As people in the cosmere become more aware of other planets and magic systems, they start to use the same terminology to describe similar magics from different sources. The follow describes some of the commonly seen magics and the principals that guide them despite the source.
 
=== Healing ===
Many magic systems in the [[cosmere]] are able to heal a person from damage. This includes physical wounds{{book ref|mb6|14}} or sprains,{{book ref|sa3|10}} and can even heal fatal damage.{{book ref|mb6|17}}{{book ref|sa3|72}} Limbs and body parts can be regrown as well.{{book ref|sa2|87}} Healing can also be used to recover from poisoning,{{book ref|sa3|18}} sickness such as a cold or cancer,{{wob ref|1009}} chronic diseases, such as poor eyesight,{{wob ref|2833}}{{book ref|wor|89}} tiredness,{{book ref|mb4|15}} and even damage to the [[spiritweb|soul]].{{book ref|sa3|37}} Constantly healing from wounds can leave the user invulnerable to pain.{{book ref|mb4|13}} Most forms of extreme healing don't care much about what is done to the physical body, as long as the person's spiritual template is in power at the time.{{wob ref|3535}} Some magic systems are better at healing than others.{{wob ref|6678}}
 
When healing the soul, such as a missing piece cut off from a [[Shardblade]], a new patch of soul will be created.{{wob ref|126}}{{wob ref|983}} Healing wounds to the soul is much more [[Spiritual Realm]] based.{{wob ref|6435}} If a magic is strong enough to heal from pieces of a body, it will try to heal from the biggest piece.{{wob ref|4128}} If the body was perfectly cut in half, a random half would be chosen to heal from. Not every magic system is capable of healing soul wounds.{{wob ref|6435}} If the soul leaves the body and is then healed, the soul will not return and the physical body will be the only thing healed, leaving the person dead.{{wob ref|9623}}{{book ref|mb3|82}}{{book ref|mb3|epilogue}} If a soul is healed but not reattached properly, the person will leave a glowing afterimage when they move,{{book ref|sa3|90}} though it is only visible to those who are highly Invested or connected to the [[Cognitive Realm]].{{wob ref|2563}}
 
Memories can be restored via healing, as they are stored with the Cognitive version of a person.{{wob ref|15183}}{{epigraph ref|sa4|84}}
 
==== Healing the soulPerception ====
Healing works by using the three versions of the user's self; their Physical, Cognitive, and Spiritual version.{{wob ref|9441}} Healing typically heals the Physical version by matching it to their ideal Spiritual version, which is filtered through the lens of their minds (Cognitive version). Almost all forms of healing in the cosmere are filtered through the perception of the user.{{wob ref|7024}}{{wob ref|9623}} This applies to both internal and external forms of healing. When someone is healing someone else, both of their perceptions matter.{{wob ref|11998}} If a person hasn't accepted a wound as a part of themselves, they can still heal it regardless of how long they've had it.{{wob ref|12149}} However, even if a wound is recent, if the person has changed their mindset to see it as a part of themselves, they will not be able to heal from it.{{wob ref|6501}}{{book ref|sa3|i|13}} Perception can also have users change their body to match their identity, such as a transgender person changing their biological sex,{{wob ref|10913}} or a human changing into a singer.{{wob ref|15924}} There are a few magic systems that are an exception to this rule.{{wob ref|5306}}
When healing the soul, such as a missing piece cut off from a [[Shardblade]], a new patch of soul will be created.{{wob ref|126}}{{wob ref|983}} Healing wounds to the soul is much more [[Spiritual Realm]] based.{{wob ref|6435}} If a magic is strong enough to heal from pieces of a body, it will try to heal from the biggest piece.{{wob ref|4128}} If the body was perfectly cut in half, a random half would be chosen to heal from. Not every magic system is capable of healing soul wounds.{{wob ref|6435}} If the soul leaves the body and is then healed, the soul will not return and the physical body will be the only thing healed, leaving the person dead.{{wob ref|9623}}{{book ref|mb3|82}}{{book ref|mb3|epilogue}} If a soul is healed but not reattached properly, the person will leave a glowing afterimage when they move,{{book ref|sa3|90}} though it is only visible to those who are highly Invested or connected to the [[Cognitive Realm]].{{wob ref|2563}}
 
Highly Invested individuals can shift their Spiritual self to more closely match their Cognitive self, making self-perception more important in the process. This allows for the healing of old wounds if the person doesn't view them as being part of themself, something that is impossible with less Invested individuals.{{wob ref|14448}}
 
==== Limitations ====
Many, if not all, magical healing processes are stopped by [[aluminum]]. If aluminum is in the wound, it makes it impossible for wounds to heal around the aluminum until it is removed from the body.{{wob ref|6365}}
 
==== PerceptionLightweaving of oneself ====
[[Lightweaving]] refers to different illusory powers across the cosmere. So far, Lightweaving has been seen in detail as both a part of [[Surgebinding]] and [[AonDor]]. These two Invested Arts use wildly different methods to do so. In Surgebinding, Lightweaving starts as an instinctive process that the practitioner is not aware they are doing. After practice, Lightweavers learn to forge a [[Connection]] with the person or object they want to make an illusion of. This is often done through art or acting. Once the Connection is formed, the Lightweaver is able to create an illusion.{{book ref|sa4|32}} AonDor's Lightweaving is far more regimented and precise. The Elantrian starts with [[Aon#Shao|Aon Shao]] and add a significant number of modifiers to get the desired Lightweaving.{{book ref|elantris|49}} This is how AonDor as a whole works.{{wob ref|901}} [[Yolish Lightweaving]] is the third type of Lightweaving that is known to exist in the cosmere, and the version that predates the Shattering, but little is known about its mechanics.{{wob ref|15144}}
Healing works by using the three versions of the user's self; their Physical, Cognitive, and Spiritual version.{{wob ref|9441}} Healing typically heals the Physical version by matching it to their ideal Spiritual version, which is filtered through the lens of their minds (Cognitive version). Almost all forms of healing in the cosmere are filtered through the perception of the user.{{wob ref|7024}}{{wob ref|9623}} This applies to both internal and external forms of healing. When someone is healing someone else, both of their perceptions matter.{{wob ref|11998}} If a person hasn't accepted a wound as a part of themselves, they can still heal it regardless of how long they've had it.{{wob ref|12149}} However, even if a wound is recent, if the person has changed their mindset to see it as a part of themselves, they will not be able to heal from it.{{wob ref|6501}}{{book ref|sa3|i|13}} Perception can also have users change their body to match their identity, such as a transgender person changing their biological sex,{{wob ref|10913}} or a human changing into a singer.{{wob ref|15924}} There are a few magic systems that are an exception to this rule.{{wob ref|5306}}
 
Highly Invested individuals can shift their Spiritual self to more closely match their Cognitive self, making self-perception more important in the process. This allows for the healing of old wounds if the person doesn't view them as being part of themself, something that is impossible with less Invested individuals.{{wob ref|14448}}
 
=== Lightweaving ===
Yolish, Surgebinding, AonDor
 
== Known Invested Arts ==
| [[Yolish Lightweaving]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel (series)|Dragonsteel]]
|-
| [[Aether]] || [[LumarDhatri]], ''Unknown Core World''[[Lumar]] || None || [[Tress of the Emerald Sea]], [[Mistborn Era 2]]
|}
 
== Notes ==
<references />
{{partial}}
{{cosmere}}
[[es:Arte Investida]]
Editors, Keepers
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