Light magic has to do with emotions, the mind, actions, and the self. Light magic is commonly used to influence someone else's thoughts or actions. Light magic only works inside its aura radius, and only on beings inside of that radius, unless you have summoned a proxy.
Influencing active thoughts: Light users have the aforementioned ability to influence 'active' thoughts that are not of their own.
This means that the thoughts currently going through someone's mind can be influenced or even outright changed by Light users.
This includes motions like walking or punching, emotions, or even opinions. Of course it is challenging to get someone's mind to change,
since Light magic isn't exactly mind control. It takes slow and steady manipulation to change someone's mind about something using Light magic,
but a motion such as a physical attack could be redirected in an instant.
Mind snap: Usually considered a last resort, Light users can channel all of their magic together to create a head-splitting headache,
capable of stunning someone, or even making them pass out. The drawback is that the effect will also fall upon the caster, serving as a high risk gambit.
Using mind snap too often is found to result in head trauma.
Proxy: A move that Light elementals commonly pull, though it is significantly tougher for common light users to due to their power or stamina limits.
Proxying is a process where one creates a split version of themselves that is entirely made up of light magic. This proxy will essentially act as a
light elemental version of themselves. This is by far the most mentally and physically straining light moves one could pull off, as the user would need
to control and manage two or more selves at the same time. The move, even if one is not using their proxy, is still extremely straining.
One can perform this multiple times, though this will only make the caster weaker and weaker. Additionally, if one of the proxies is defeated,
the energy does not immediately return to the user, meaning this performance is risky to pull off, and needs time to recover from. If misused, or if a
user summons too many proxies, it could result in head or mental trauma, comas, or outright death. If you were to die with an active Proxy, your Proxy would live on without you,
taking the soul that you hosted for. Though it would act as a light elemental rather than yourself.
The only light magic that is capable of being used outside of the light user's aura is proxying magic, the proxies may leave the aura. Mind snaps warp the user's aura inwards towards themselves and their opponent; this causes extra pressure and damage to both parties. Light's aura is the second largest magic aura out of the Deafuian magics.
Light Elementals actively avoid common magic users, not out of fear, but out of necessity. They will be found only seeking out the wise. They tend to flee if threatened instead of attacking, though they may attempt to stun you in some way first. Most Light Elementals have a harsh glow to them, so spotting them in the dark or at night would be very easy.
Long-time usage of light magic usually results in nothing to note, though if a user proxies or mind snaps enough, it is possible to obtain brain damage. Overusing light magic or absorbing too much of it during a ritual will result in physical burn scars on the skin, as light magic will begin to manifest as harsh light in your body, burning or even evaporating it.
In Light Rituals there are three commonly associated sigils:
The sigil for light magic itself,
The sigil for the original light source, Zevim, the Eternal Being,
& The sigil for the current light source, the Baythell lineage, consisting of three beings known as Baythell [deceased], Kwaiere [deceased] and Katja.
In Light rituals, yellow wildberries are usually picked alongside snapgrass, which are burnt to signal the beginning of the event. If one wishes to have a stronger ritual, they may obtain
resources such as the shimmering gold that forms from Zevim's biome, or any animal or bug that is native to that biome may be used to force a stronger ritual.
Zevim manifested in Deafu as a biome that may only be found underground. What used to be the shimmering, bright golden caves of Zevim, are now dim and almost lifeless due to the magic being taken
from it.
Shimmerstone can be found here, it makes up the majority of the biome. Shimmeringgold, though rarer, may also be found here. The creatures native to this biome are either bioluminescent, or partly
live off of the light that comes from the shimmerstone.
Zevim, also known as 'The Truthbringer' is rather straightforward and stoic in speech, almost unmoving. Zevim's "core" can be found deep in the Eternal caves, where the biomes of the Eternal Beings collide.
The current light magickeeper's name is Katja. She is straight to the point and easy to irritate. Unfortunetly, she is very assuming, unlike Zevim. She may
easily consider someone a threat or falsely, a friend.
Kwaiere, who is now deceased due to a fight with its father, was extremly irritable almost all the time. It saadly lived out its life in anger, and eventually snapped
and went after its father. It failed to kill him, but left scars.
Baythell, who is now deceased due to a faulty soulfusing getting him incredibly sick. He loved and trusted his father, though when his sickness progressed, he began to doubt
his love towards The Higherup.