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Iron is the external physical pulling metal. An allomancer burning iron can pull bits of metal toward his center of mass, and can also use iron to sense the presence of metal nearby. Ironpulling is not dependant on magnetic forces or allomantic power--any metal can be pulled. Feruchemists can use iron to store physical weight, and when used as a hemalurgic spike, iron steals physical strength.

Allomantic Use

Ironpulling is the art of using iron to pull on metal. There are two general rules for ironpulling, which also apply to steelpulling, it's paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical weight. This means that larger allomancers can generally ironpull and steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an ironpull is much greater than the allomancer's weight, allowing them to pull themselves through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does). The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong allomancer, however.

Of the two external physical metals, iron is by far the less flashy. Utilized by a misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy coinshots by ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well anchored piece of metal at your destination.

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