Magical Alignments

**Magical Alignments** are the primary magic source of every creature that resides in Fixianor, being split into 11, formerly 12, elements that any creature can inhabit, being passed on via genes. There are three types of Alignments as a whole: Pure, Dual and Hybrid. The Magical Alignments were created, and are powered, by the Elemental Spirits of Fixianor Space, which in turn were created by the Wardens, the children of Itomori, as many call them.

While Star Guardians, Deities, as well as most other Fixianor creatures can wield every alignment, some species do not have the capabilities of all Alignments, and are only assigned to the sentient races of Fixianor.

## Description

### Capabilities

Magical Alignments are assigned via genetics, and some are more common, and powerful, than others. Classed in a system where some alignments are good or weak against others, it allows the user to wield powers of their own element, though the strength of some abilities depend on training, and even genetics, as there has been evidence of magic being so strong in some creatures that the Alignment 'presents' itself on the being's body, though if the magic does grow too strong it can even grow to harm the user.

What powers are used ultimately depends on the Alignment itself, and all spells that fall under said Alignment are able to be used if it is in the creature's skillset. If a creature is dual Aligned, both powers are usually in perfect balance, unless there is a genetic fault or accident that makes one much more powerful than the other, and are able to both be wielded by the user.

### Use

Alignments are able to be used by creatures almost as if it were second nature, cast via concentration on the specific spell they wish to use, energy, as well as time. While Alignments do not immediately come through for youngsters, finding it hard to cast at first and even exhausting, such a skill eventually becomes so easy a creature doesn't need to think much about it.

### Effects/Consequences

The magic can be sensed depending on which Alignment it is. Sometimes it can go totally unnoticed, though many creatures have mentioned feeling hot after using fire magic, or cold after using ice, tingly after using electricity, etc. Magic typically isn't painful to cast, though it can wear a creature out very quickly if they are not in a fit shape to be casting, or if they attempt to use a stronger spell not quite in their skillset.

Complex spells can spiral out of control very fast and hurt the caster as well as others in the area, even though casters are usually immune to their own magic and the Alignment they're assigned to, out-of-control spells can still cause damage. Extremely strong magic spells can negatively impact environments and change it, which can be rather hazardous to nature life and other creatures.

### Advantages/Disadvantages

Magical Alignments are set in a system of advantages and disadvantages, certain elements being strong or weak against others. This comes to play in battles mainly.

**Fire**
Fire ~ Fire
Fire \*< Water
Fire < Earth
Fire >\* Nature
Fire >\*~ Ice
Fire < Wind
Fire = Electricity
Fire = Light
Fire = Dark
Fire = Poison
Fire < Plasma
Fire < Arcane

**Water**
Water >\* Fire
Water ~ Water
Water > Earth
Water < Nature
Water \*< Ice
Water = Wind
Water \*< Electricity
Water = Light
Water = Dark
Water < Poison
Water < Plasma
Water < Arcane

**Earth**
Earth > Fire
Earth < Water
Earth ~ Earth
Earth < Nature
Earth \*< Ice
Earth = Wind
Earth >~ Electricity
Earth = Light
Earth = Dark
Earth > Poison
Earth < Plasma
Earth < Arcane

**Nature**
Nature \*< Fire
Nature > Water
Nature > Earth
Nature ~ Nature
Nature \*< Ice
Nature < Wind
Nature = Electricity
Nature ~ Light
Nature = Dark
Nature \*< Poison
Nature < Plasma
Nature < Arcane

**Ice**
Ice \*< Fire
Ice >\* Water
Ice > Earth
Ice >\* Nature
Ice ~ Ice
Ice = Wind
Ice = Electricity
Ice < Light
Ice = Dark
Ice = Poison
Ice < Plasma
Ice < Arcane

**Wind**
Wind > Fire
Wind = Water
Wind = Earth
Wind > Nature
Wind = Ice
Wind ~ Wind
Wind \*< Electricity
Wind = Light
Wind = Dark
Wind = Poison
Wind < Plasma
Wind < Arcane

**Electricity**
Electricity = Fire
Electricity >\* Water
Electricity < Earth
Electricity = Nature
Electricity = Ice
Electricity >\* Wind
Electricity ~ Electricity
Electricity > Light
Electricity = Dark
Electricity = Poison
Electricity < Plasma
Electricity < Arcane

**Light**
Light = Fire
Light = Water
Light = Earth
Light = Nature
Light = Ice
Light = Wind
Light < Electricity
Light ~ Light
Light \*<>\* Dark
Light = Poison
Light < Plasma
Light \*< Arcane

**Dark**
Dark = Fire
Dark = Water
Dark = Earth
Dark = Nature
Dark = Ice
Dark = Wind
Dark = Electricity
Dark \*<>\* Light
Dark ~ Dark
Dark = Poison
Dark \*< Plasma
Dark < Arcane

**Poison**
Poison = Fire
Poison > Water
Poison < Earth
Poison >\* Nature
Poison = Ice
Poison = Wind
Poison = Electricity
Poison = Light
Poison = Dark
Poison ~ Poison
Poison < Plasma
Poison < Arcane

**Plasma**
Plasma > Fire
Plasma > Water
Plasma > Earth
Plasma > Nature
Plasma > Ice
Plasma > Wind
Plasma > Electricity
Plasma > Light
Plasma >\* Dark
Plasma > Poison
Plasma <> Plasma
Plasma \*<>\* Arcane

**Arcane**
Arcane > Fire
Arcane > Water
Arcane > Earth
Arcane > Nature
Arcane > Ice
Arcane > Wind
Arcane > Electricity
Arcane >\* Light
Arcane > Dark
Arcane > Poison
Arcane \*<>\* Plasma

## Pure Alignments

**Pure Alignments** are the kinds of magic given to a creature at birth. What Alignment is given is purely based on genes, and it's usually only one that is given, although two can be given if a being's parents have different Alignments, typically called 'Dual Alignments'. No more than two, however. Alignments were created by the Elemental Spirits, odd creatures that do not usually appear to the public, and as long as their heart beats, the magic remains in Fixianor. This is a list of every kind of Pure Alignment:

### Fire

One of the more common Alignments to be seen in a creature, though rather powerful, it allows the caster to wield fire and be immune to it, having a natural heat tolerance that allows them to thrive in blazing hot temperatures and climates. Created by the Spirit of Combustion and formerly referred to as 'Pyro' in Ancient Fixianor, it is by far one of the most well known out of all magic, especially due to its abundance in the Star Guardian royal family.

### Water

Another rather common Alignment throughout Fixianor, the Water Alignment allows the caster to wield water and breathe under it, as well as being naturally wily swimmers. Being created by the Spirit of Downpour and formerly referred to as 'Hydro' in Ancient Fixianor's society, it is by far one of the most well known magic types in all of Fixianor, as it is abundant throughout the world.

### Earth

Yet another rather common Alignment throughout Fixianor, the Earth Alignment focuses on the manipulation and creation of rocks, and the ground itself. Earth creatures are typically seen as rather hardy and strong throughout society. Being created by the Spirit of Terrain and formerly referred to as 'Geo' in Ancient Fixianor, it is another one of Fixianor's more recognised elements due to its abundance throughout the world, and the strong earthquakes that some Earth casters are capable of doing.

### Nature

Another common Alignment throughout Fixianor, the Nature Alignment allows the caster to manipulate, wield and grow plants, as well as other foliage, being seen as 'the tree whisperers' throughout society. Being created by the Spirit of Wildlife and formerly referred to as 'Dendro' in Ancient Fixianor's society, it is a common and rather recognised element in Fixianor's world, due to its abundance, as well as helpful efforts to protect wildlife and nature on other planets such as Luatera or Lloracury.

### Ice

A more obscure, but still rather common, Alignment in Fixianor's world, the Ice Alignment gives the caster an immunity to harsh cold temperatures, allowing them to thrive amongst the ice, as well as the ability to control it. Being created by the Spirit of Permafrost and formerly referred to as 'Cryo' in Ancient Fixianor's society, Ice Aligned creatures are well known for being the 'polar opposite rivals' to the Fire Alignment to their contrasting capabilities, and it is a rather abundant Alignment throughout Fixianor's world.

### Wind

Also known as 'Air' to many, Wind magic is surprisingly less common than the likes of Fire, Water or Earth, but is still quite abundant throughout Fixianor's world and society, being well known for their ability to control the wind and their naturally skilled flying capabilities. Wind Aligned creatures are often associated with birds and feathers due to this. Being created by the Spirit of Firmament and formerly referred to as 'Aero' in Ancient Fixianor's society, Wind-aligned beings are capable of manipulating large storms, though this is very rare.

### Electricity

Another uncommon, though still abundant, Alignment through Fixianor, Electricity is well known for being one of the more powerful Alignments in terms of its strength and effects. It allows the caster to manipulate and create lightning, sparks, and electricity in general, though too much of this power can actually harm the caster, even though they're immune. Created by the Spirit of Galvanism and formerly referred as 'Electro' in Ancient Fixianor, Electricity is one of the more feared Alignments across society.

### Light

A much rarer Alignment than the likes of Ice, Fire, Water or Wind, Light magic allows the caster to manipulate beams of light and even create them in bright flashes to stun enemies, or in softer glows as illusions. Being created by the Spirit of Illumination and formerly referred to as 'Lumo' in Ancient Fixianor's society, Light magic is well known for being the arch rival of Dark magic, as the two naturally contradict and dislike the other, especially due to the fact that it is one of the only pairs that cannot be in a Dual Alignment.

### Dark

Another rarer Alignment than the likes of Water, Electricity or Ice, Dark magic allows the caster to manipulate and create dark shadows, blocking out light or creating large fog shadows to conceal themselves, Dark Aligned creatures are naturally sensitive to bright lights, but have great night vision. Being created by the Spirit of Crepuscule and formerly referred to as 'Umbro' in Ancient Fixianor's society, the casters of Dark are well known for their rivalry with Light aligned beings, as they contradict and dislike one another, and cannot be in a Dual Alignment with Light.

### Poison

An even rarer Alignment than the likes of Dark or Light, and by far one of the strongest and most feared out of them all, the Poison Alignment grants an immunity to all toxins and harmful chemicals, even them being used to the creature's advantage, and the ability to create, as well as manipulate, most, if not all, poisons. Being created by the Spirit of Plague and formerly referred to as 'Venemo' in Ancient Fixianor's society, it is well known across Fixianor, but not due to its power or the population of it, but rather, the fact that it is wielded by the Deity King, Denali.

### Plasma

By far the rarest and most mysterious Alignment out of every magic type in Fixianor, it is unable to be comprehended by many, and even incapable of being wielded by some Mainland creatures. The properties and capabilities of Plasma are still yet to be learnt, though Plasma creatures appear to be capable of conjuring purple fog, as well as breath attacks consisted of a peculiar purple fire-like substance. Being created by the Spirit of Void and formerly known as 'Caligo' in Ancient Fixianor, it is considered one of the most sinister and dangerous Alignments out there.

### Arcane

The now extinct Alignment of Arcane was formerly the natural rival of the Plasma Alignment and was one of the rarest and most mysterious. While much about Arcane is shrouded in mystery, partially due to it no longer existing, Arcane magic appeared to be consisted of a bright pink star-like substance that had similar properties to both fire and ice. Being created by the late Spirit of Clandestine and formerly referred to as 'Arcana' in Ancient Fixianor, it was wiped out after the Spirit's death, killing all those who had the Alignment suddenly. It could not be in a dual alignment with Plasma, similar to Light/Dark contrasting.

## Hybrid Alignments

A strange phenomenon involving Alignments, many beings with '**Hybrid Alignments**' have been showing up in Fixianor over the years, but this has been exclusive to the Deities and Star Guardians of Fixianor Space. These Alignments are mixes of two others, caused when a dragon has parents of two different Alignments. The magic has the properties of both Alignments mixed into one, and it has been a subject of interest to dragons studying magic for many years now, yet nobody has figured out how exactly it happens. Many believe there are secret Spirits that nobody has been told about that govern over these Alignments, though this theory hasn't been proven.

### Crystal

An Alignment exclusive to that of Sirius, it was caused by an odd hybridisation between the Alignments of Ice and Earth, coming together to form a peculiar power that allows the wielder to create and manipulate precious gemstones, and even create semi perfect replicas of Fixianor Space's currency. It was not created by an Elemental Spirit, though there are some theories that there are secret extras that are the source of this peculiar ability, and has no Ancient Fixianor word that is known to anyone, as it was only recently discovered in the Head Guard.

### Steam

Discovered in a dragon living around Superba's time, it was caused by an odd hybridisation between the Alignments of Water and Fire, allowing the caster to manipulate and even disguise themselves in a cloud of steam. It was not created by any Elemental Spirits, similar to that of Crystal, and has no known Ancient Fixianor words due to not being around in that era, though many have theorised that it is created by a secret extra spirit that nobody else knows about, like Crystal. After the caster died, this peculiar Alignment hasn't showed up again, even in the caster's children.

## Trivia

* Arcane is the only Alignment to have gone extinct, as well as have an Ancient Fixianor word that doesn't end in an 'o' like the others.
* Arcane and Plasma are the only Alignments that do not have their own Elemental Planets in Outer Fixianor Space.
	+ It can be argued that Luatera can be considered the Plasma planet due to the Spirit of Void residing there, though it has no Plasma-esque properties and isn't a part of the same solar system as the others, not to mention the population is mainly consisted of Nature-Aligned dragons due to its nature dominated climate.
	+ Arcane and Plasma are also the only two to be good against the same Alignment, meaning a Plasma or Arcane creature could hurt another with Plasma or Arcane abilities, instead of being immune to it.
* Light and Dark are the only (still existing) Alignments to not be able to be in a Dual alignment together, due to their heavily contrasting properties and natural hatred of one another.
* Ice aligned creatures have a special antifreeze protein in their blood which helps them get by in colder environments such as Crezeria.