Magic

Zenith is filled with magic - where some dimensions are dominated by magic, and others are not. Zenith wouldn't be well, Zenith without its magic, especially many of its components.

There are several schools of magic that someone may choose to go into, if they go into magic at all. Some races may struggle with magic inherently, which others excel at it.

### Racial Effects

Some races struggle with magic - and will never be as good as someone who is of a race who does not. Generally, races who are based on their physical forms, with increased strength or health, struggle with magic. Frailer races who may be naturally aligned with an element generally excel with it. Below is a list of race of each. Some races are naturally aligned regardless of magical prowess.

#### Struggles with Magic

* Arachnid
* Ogre
* Troll / Yeti
* Copper Golems
* Giants
* Gorgon
* Troll
* Plague Victim
* Werewolf

#### Neutral

* Humans
	+ Aligned with one element of choosing
* Goblins
* Blazeborn
	+ Aligned with fire magic
* Banshee
	+ Aligned with dark magic
* Dragonborn
	+ Aligned with chosen draconic ancestor magic
		- Based on damage type, poison would be earth, lightning is lightning, fire is fire, and cold is water (cold).
		- Dragonborn from The End are still aligned with their chosen draconic ancestor type.
* Dwarves
	+ Earth aligned
* Knight

#### Excels with Magic

* Elves
* Any Fae
* Phoniex
	+ Aligned with Fire
* Gnome
	+ Aligned with Earth Magic
* Dullahan
	+ Aligned with Dark Magic
* Enderian
	+ Aligned with Void Magic OR Dark Magic
* Shulk
	+ Aligned with Void Magic
* Phantom
	+ Aligned with Void Magic OR Dark Magic
* Elytrain
	+ Aligned with Void OR Dark Magic
* Forestborn
	+ Earth aligned
* Siren & Merling
	+ Water aligned
* Paladin
	+ Holy-based magic
* Necromancer
	+ Exclusively Dark Magic

## Schools of Magic

### Elemental

Elemental magic is what you think it is - magic that consists of the natural elements. There are base four magics that any learner can slowly get a handle of - Water, Earth, Air and Fire. Aligned species learn much faster - and even young children of their species can be seen using magic elemental magic.

Its subtypes, however, take a long time to master. It requires full mastery of its main element.

Lightning would be Fire and Air mixed. Plant-life requires mastery of water, and growing and usage fully of the plant requires learning earth. Cold or Ice related spells require master of water as well, as well as knowing Air. Lightning is the hardest sub-type to learn.

Earth users slowly learn the composition of soil, and each different type of soil is harder to use than others. Using sand, clay or mud, requires at least mid-level mastery.

Air cannot be used to strangulate or out-right kill someone. It's mostly used for speed. Creating full winds require at least mid-level mastery.

Water is one of the hardest elements - requiring a calm mind and being able to keep control when distracted. It usually takes near-mastery of this skill to start learning how to use Ice and starting getting into manipulating plant-life.

Fire is one of the easiest to learn - but the hardest to control. Rarely those outside of those aligned with Fire ever use it - due to how easy it is to melt yourself with it. Most fire elemental magic users have severe burn scars. Very rarely do fire users branch into lightning as even those who are fire aligned can hurt themselves - and hurting yourself with lightning is fatal.

### Light Magic

Light magic is broad just as Elemental is. Generally, its most common uses are communication with the Gods, scrying, and other religious uses. It can be also used for pure light - which is used for healing (besides as a source of light). Those who are evil races (Dullahan, some Fae, Banshees, Sirens, Necromancers) cannot use Light Magic at all. Light magic also can be used of affects of illusions as well.

### Forsaken Magic

Although not right-out illegal, this magic generally frowned upon to use, or generally forgotten. Dark Magic is only known through some groups (such as cultists or Necromancers), and rarely used for good. It can use for basic necromancy, shadow-bending and is generally very harmful to most living things.

Void-Magic is only under this as it's hardly understood, as the creation of The End came alongside it, and is technically the newest discovered dimension. However, it is very harmful in its natural state (ie. going in The End, or at Bedrock) and can cause Void Sickness. Those from The End are generally immune to this, although there are special cases. However, in its magic form used by its residents, it has different effects. Its most-known use is the usage of teleportation and levitation. End Crystals are composed of Void Magic, and can even heal those who are from The End of the most severe effects when mastered. When used for combat - its usage is the same as The Ender Dragon Queen. Although hers is through the mouth - it can be expelled from the hands as well.

## Specific Usage

There are numerous usages of magic - which all fall under a specific school.

* Conjuration
	+ Depends on what you are summoning. The type of creature falls under what school requires to conjure it.
* Necromancy
	+ Dark
* Evocation
	+ Light
* Abjuration
	+ Elemental (Generally)
		- School can vary depending on what type of protective spell you are using (ie. protection against fire would use fire magic, being protected by a deity requires light)
* Transmutation
	+ Void
* Divination
	+ Light
* Enchanting
	+ Elemental
* Illusion
	+ Light