Memory Magic
Memory magic attacks the archive from which a person builds the self. It can steal languages, skills, names, dreams and experience - but every borrowed life makes the caster's own biography harder to distinguish from what has been taken.
To Steal a Life Without Killing
In the Great Cycle, Memory is the trace Time leaves behind. Memory magic works on that trace directly. Its active materials are recollections, reflections and dreams, which means its most dangerous effects often leave the body untouched. A victim can walk away physically intact and still lose a language, a learned technique, a face from childhood or the confidence that a remembered life was ever theirs.
The source gives two characteristic operations. Mirrors of Names can steal experience, languages and abilities by treating memory as transferable substance. Oneyric sketches introduce dream scenes, nightmares or staged sequences into another mind. These methods make the school disproportionately useful in espionage, counterintelligence and attacks on command structures. A memory-worker does not need to destroy an army if the commander can be emptied of the experience that made command possible.
The cost is symmetry. A caster who repeatedly handles other lives becomes less certain of the boundary around the original self. Biography fades. Personal history becomes a montage. The source describes the worst recoil as literal dissolution: once the practitioner has forgotten who is doing the remembering, there may be no stable subject left to return to. Memory can also act as a functional support for other spells, with different workings distributed across borrowed recollections, but this only increases the number of foreign lives a caster must carry.
Several cultures make the school feel older and larger than its formal human practice. Vampires build power from stolen Memory; Gildglade hides itself through systematic forgetting; the Separation Machine can preserve Memory without a body and can even smooth or rewrite historical knots at the price of false myths and gaps. These phenomena are not automatically the same spell school, but they reveal why Memory is so dangerous in Aurelion: history, identity and magical infrastructure all depend on the same substance. To edit a memory is never only to edit the past. It changes what Functions and choices can still exist afterward.