Magic

Magic is an ability held by the elvish race which enables them to unleash external power. The full nature of many types of magic is unknown. The categories of magic include Elemental Magic (aka Elemental Bending), Primal Magic, Conventional Magic, Combat Magic, Potion Magic, Dark Magic, and Enchantment Magic. Each kind of magic is harnessable by every Elf, although elves must be in the radius of a significant amount of Nightstone in order to perform magic. Only Magicals can do magic without a Nightstone, because there is trace amounts of the stone in their bloodstream. Magic is the magnetic and chemical reactions between Elvish blood chemical and Nightstone chemical, and this causes Magicals to do magic without intending to. Magicality is mostly genetic. However, though Magicals are considered the most powerful in the ways of magic, non-Magicals can often achieve a level of power and understanding greater than that of the Magicals - these are known as Wardens. The most powerful Warden in a kingdom will be known as Grand Warden. Non-magicals who do a considerable amount of magic are known as Mages or Wizards. The most powerful Mage in a kingdom (in the absence of a Warden) will be known as High Mage. =Elemental Magic= Elemental Magic is one of the most basic forms of magic. It involves the "bending" or manipulation of one of the four elements in nature, water (H2O), earth (usually a stone compound of silicon or aluminum), air (N2, O2, and CO2), and fire (energy in the form of heat and light). It is sparked by the magical energy of an Elf forming a magnetic connection with Nightstone.

Incantations
Though an incantation is technically unnecessary, most Elves, especially non-Magicals, require the incantation in order to bring a thought which will lead to the outburst of magical energy, incantations are spoken in Cyclandic Elvish. Specific movements of the body are also needed for bending, and the movements tend to match the nature of the element (ex. waterbending movements are very fluent, like water). Each kind of bending also uses a specific prefix for the incantation: Prefixes could vary slightly depending on the spell, however.
 * Hy - the prefix for water element spells.
 * Kw - the prefix for air element spells.
 * E'ka - the prefix for fire element spells.
 * S'la - the prefix for earth element spells.

Academies
In magic academies, the typical order for teaching the elements is air, water, earth, and fire, because generally air and water cause less physical damage than earth and fire. The convention is to ensure that students learn how to control their magic with air and water before learning earth and fire. Generally, Primal Magic is taught simultaneously with waterbending after the first airbending spells have been mastered. =Primal Magic= Primal Magic is the only type of magic which is exclusive - that is, certain people can only perform certain types of it at birth.

Arcani
Primal Magic is powered by an Arcanum, which is a part of magic that is still unknown for the most part. Arcani exist in every Elf, but each Elf is born only with 1, and it is roughly divided by Tribe: Members of the Phoenix Tribe have the arcanum of the Sun, members of the Castle Tribe have the arcanum of the Ocean, Mountain Tribe has arcanum of the Earth*, Dragon Tribe has arcanum of the Stars, Shadow Tribe has the arcanum of the Shadow, Cloudrim Tribe had the arcanum of the Moon, and the Rainbow Tribe has the arcanum of the Sky. However, more arcani can be learned as life goes on, and it is possible to know all 7 arcani.

Nexi
Nexi are places where Primal Magic is always at its most powerful. There are 7 nexi in a region, they are called Regional Nexi. Since Sun Magic is very weak during the nighttime, a Sun Mage at the nexus will be able to conjure any length of Sun Magic.

Starred note: Earth Primal Magic is not to be confused or affiliated with Earth Element Magic.