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▲{!{magic
|related=[[Investiture]], [[Shard]]s
|universe=[[Cosmere]]
{{quote
|Investiture is finicky. Usually requires specific things—Intent, Commands, familiarity—to manipulate.
|[[Nomad]] on
}}
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
== Mechanics ==
=== Intention ===
{{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}}
=== Command ===
'''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}}
=== Resonance ===
{{for|Resonance}}
'''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
== Creation ==
{{sidequote
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 physic that exist across the cosmere.{{wob ref|11844}} As a result, a Shard's death does notfunctionally 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 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
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}}
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}}
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.
== Classification ==
Within each Invested Art, the spiritwebs of the
; End positive
; End-neutral
; End-negative
While every Invested Art 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 [[
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
▲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}}
Most Invested Arts are end-positive,{{wob ref|171}} with some end-neutral.{{wob ref|1084}} End-
==
Many of the powers exhibited in the
=== Healing ===
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}}
=== Lightweaving ===
[[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}}
== Known Invested Arts ==
| [[Yolish Lightweaving]] || [[Yolen]] || ''Unknown'' || [[Dragonsteel (series)|Dragonsteel]]
|-
| [[Aether]] || [[
|}
== Notes ==
<references />
{{partial}}
{{cosmere}}
[[es:Arte Investida]]
|