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May 9th, 2023
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  1. the architect's magic is simply called sun magic, and it's kind of a discipline of arcane magic. it's a special form of spellcasting using a variation of the supernal dialogue that is supposedly also used 'internally' by the architect, the same runes that appeared to willoh and sunder when they saw it, turning in concentric circles around the eye. spellcasting with sun magic is a sort of fusion of cantrip casting and spellcasting in which the user memorizes an increasingly complex series of runes, and then has to concentrate on thinking those patterns prior to casting--basically spellcasting in your own head, which has its upsides and downsides.
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  3. sun magic is capable of doing a few things. the one, perhaps most important thing it is capable of doing is purging exomagic slowly. this is the most prominent use of sun magic today, but many religious orders devoted to the architect practice sun magic for its combat capabilities. a sun mage's light is distinct to that of a standard light mage or mesmer in that it cannot be used for illusions and is generally more limited and more complicated to cast, but a sun mage's light can actually warm people, is much easier to summon, and they can typically output much more offensive power than a light mage since their magic inherently has a much stronger element of heat. of course, sun magic also has the advantage of destroying lacunae. sun magic also has a unique capability to strengthen other magic, as those in the direct glow of sun magic can feel stronger, and some spells exist for sun mages to directly empower others or empower magic in an area intentionally.
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  5. sun magic isn't really a very popular form of magic because it's not really _practical_. sun magic spells are kind of complex and casting them requires a lot of concentration which can be hard to maintain in combat. however, those devoted to the architect usually practice it as a means of feeling closer to its light. if it is ever practiced as a practical magic, then it would be for its lacunae-destroying effects, exomagic cleansing, and ability to empower others.
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  7. sun magic does not discriminate between users. it is further evidence to the fact that the architect is generally indifferent, and another means by which the architect can be anthropomorphized. its adherents will point to its magic as evidence of it intervening on their behalf, but it's really just them soaking up the ambient magical aura of the architect and reappropriating it using spells given to the people of Elstren by the weaver.
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  11. shadow magic, on the other hand, is a much, much rarer kind of magic. most people do not know it even exists, it was heavily outlawed under the dominion of mere and most shadow practitioners are under heavy watch by magehunters and similar groups. shadow magic is a direct expression of the well's will; it is, very simply, the user opening themselves up to the kind of power that animates splinters.
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  13. shadow magic is used to do things that controvert the will of the architect, more or less. it protects from sunlight and sun magic, destroys other strong magic that it comes in contact with, and can simply unmake things, much like dissolution but without the byproduct of ichor. it decays almost anything it comes in contact with; _anything_ exposed to offensive shadow magic will just progressively stop functioning as it should. machines will slow down and eventually break down, people will be sapped of their strength and parts of their body may begin to decay into shadow magic, solid objects just slowly fall apart. an object decaying under the effects of shadow magic does so as it would 'normally' until it would completely decompose, at which point it falls apart into shadow magic instead of whatever decay products it would usually leave behind.
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  15. protective shadow magic can do the opposite; it can put things into stasis, or even seem to remove them from reality entirely, retrievable only to the shadow mage and frozen in time, even if they aren't actually prevented from moving within their little pocket realm.
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  17. shadow magic is, compared to sun magic, very practical and very dangerous. it destroys not only people, not only things, but magic and even souls, and has many benefits other than destruction. it has the very severe consequence, though, of slowly damaging the minds of those who use it and exposing them to the well's ever-creeping influence. unlike the architect, who does not give a shit if you use its magic, the well cares a LOT. it's possible to use the well's magic even without its 'permission', but shadow magic seems much stronger and much less harmful to the user if the user is acting on behalf of the well, or at least not acting against it.
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