Law on Magic
This article will discuss the rules of magic, with a focus on how most kingdoms govern and prohibit magical practices, as well as the penalties for disobeying these laws.
Levels 0-3 are considered basic or common spells, as most people's inherent magic, magical gear, and enchantments fall within these levels. In most kingdoms, casting spells of this level is not strictly prohibited. However, utilizing them to perpetrate a crime (such as theft, violence, or fraud) will result in additional punishment. Typically, a few years are added to the sentence, or the cost of buying one's freedom is dramatically raised.
Levels 4-5: At this level, casters get access to sophisticated magic. Some kingdoms require persons who may cast these spells to be registered with an official magic guild, adventuring guild, government office, or religious organization. Most cities have magical detectors that can detect when a spell of this kind has been cast in the region, although they are rarely able to pinpoint the exact place. If you commit a crime utilizing this tier's magic, you can expect a mandatory 10-year sentence increase—with no chance to pay your way out. Jail time is guaranteed.
Levels 6-7: Casters at this level are deemed extremely dangerous. You must be registered with a sanctioned organization, such as an adventuring guild, religious organization, mage order, or government office. Unregistered individuals casting charms at this level are sometimes met with mistrust or hostility. If authorities suspect misconduct, they may forcibly apply a magical dampener to you. This level magic may be accurately traced by citywide detectors, and enforcement will arrive promptly. Depending on the situation, you could be subdued or even executed on sight. If apprehended, punishments vary from life in jail to more than 30 years in maximum-security detention institutions.
Levels 8-9: These spells are extremely powerful and require great control. Anyone capable of casting them must be registered and closely supervised. If you are discovered to be unregistered at this level, you will be forcibly jailed, fitted with magical tracking devices and suppressors, and classified as a high-level threat. Casting spells of this scale in urban settings is interpreted as a proclamation of intent, and strike teams will most likely be dispatched to remove you. These spells are linked to massive destruction, high-level curses, and reality-warping magic—making you a living weapon in the eyes of most governments.
The Evocation (Destruction) School is essential for survival in the world, as adventurers, guards, and battle mages rely on spells like fireballs and lightning bolts. However, most laws treat evocation as a weapon. Even if it's your natural magic, utilizing it to commit a crime (such as assault or property damage) will result in additional charges or lengthier terms.
The Abjuration School, known for its defensive, shielding, and protective spells, is usually regarded positively. It is rarely related with crime, and most kingdoms view its use as benign. You'd have to be really clever to employ abjuration maliciously. Unless high-tier spells cause visible damage or abuse, most regions are tolerant, and legal defense may even argue your case down.
Conjuration School treads a narrow line. Conjuration is incredibly useful for summoning monsters, objects, and teleportation, but it is not without peril. Many summoned monsters can create havoc or property damage, particularly in populous places. Casting conjuration spells is frequently prohibited in towns or buildings, especially in older areas with severe laws. Summoning non-living tools or items is OK; but, conjour random weapons can be unsettling. You will be held accountable for the conjures you summon. Regardless of what it does, even if it is due to its own activities, you are the one who summon it, you are the one who accepts responsibility, and you will face the same legal consequences as if you committed the crime.
Divination School is difficult to govern. It is subtle, typically passive, and utilized for a variety of purposes, including discovering missing goods and predicting the future. Most individuals don’t even consider it or if they do it's more in the realm of the detecting analyzing stuff. When people use this for espionage, blackmail, and manipulation authorities take very seriously. Inquisitors and arcane detectives are trained to identify divine and temporal energies, and if you're discovered utilizing divination in a crime, your casting powers will be severely restricted.
The Necromancy School is polarizing. If you use it to weaken spells, create poison effects, or manipulate life-forces, it is viewed similarly to evocation or healing—just another type of magic. However, necromancy's evil reputation stems from its ability to raise or control the dead. This is frequently seen disrespectful to the deities or ethically incorrect. Using a corpse without permission is considered grave robbing and carries harsh penalties (usually 20+ years, especially if the body had valuables). Using dead animals or monsters you hunted is technically lawful, yet it may result in social stigma.
The Restoration School views healing magic as both honorable and necessary. Those who know how to use restoration magic should learn basic biology of whatever you're healing. However, most kingdom require people with healing magic over level 2 to be licensed in the medical field or divine practitioners. Improper or negligent healing might result in malpractice accusations. While often low-priority legally, the majority of problems arise from people who abuse payment systems or charge exorbitant prices for magical treatment.
Illusion School is often used for entertainment, escape artistry, and creative problem-solving. Many performance venues are licensed to use illusions, and city officials have designated them as "magic zones" so detectors do not react. However, outside of specified zones, utilizing illusions to deceive or evade justice carries ordinary criminal penalties, as well as additional time based on the degree of the manipulation.
Enchantment School is powerful and feared. While enchantment spells are excellent for diplomacy, persuasion, and truth detection, they are also quite intrusive. Mind control, charm spells, and suggestion magic are all extremely restricted. Most kingdoms impose double punishments if magic was used to commit a crime, as it is considered a major breach of free will. Even minor manipulation is illegal without explicit agreement or licensure.
Transmutation School is popular among craftspeople, alchemists, and inventors. Changing materials, modifying items, or improving physical ability can be extremely beneficial. Changing your own body (or others') can be considered distressing based on cultural beliefs. Using transmutation in a crime is often penalized in the same way as using a physical instrument or weapon—standard magical crime penalties apply unless the effect causes significant harm or damage.
Laws of Magic: Spell Level Regulations and Consequences.
Levels 0-3 are considered basic or common spells, as most people's inherent magic, magical gear, and enchantments fall within these levels. In most kingdoms, casting spells of this level is not strictly prohibited. However, utilizing them to perpetrate a crime (such as theft, violence, or fraud) will result in additional punishment. Typically, a few years are added to the sentence, or the cost of buying one's freedom is dramatically raised.
Levels 4-5: At this level, casters get access to sophisticated magic. Some kingdoms require persons who may cast these spells to be registered with an official magic guild, adventuring guild, government office, or religious organization. Most cities have magical detectors that can detect when a spell of this kind has been cast in the region, although they are rarely able to pinpoint the exact place. If you commit a crime utilizing this tier's magic, you can expect a mandatory 10-year sentence increase—with no chance to pay your way out. Jail time is guaranteed.
Levels 6-7: Casters at this level are deemed extremely dangerous. You must be registered with a sanctioned organization, such as an adventuring guild, religious organization, mage order, or government office. Unregistered individuals casting charms at this level are sometimes met with mistrust or hostility. If authorities suspect misconduct, they may forcibly apply a magical dampener to you. This level magic may be accurately traced by citywide detectors, and enforcement will arrive promptly. Depending on the situation, you could be subdued or even executed on sight. If apprehended, punishments vary from life in jail to more than 30 years in maximum-security detention institutions.
Levels 8-9: These spells are extremely powerful and require great control. Anyone capable of casting them must be registered and closely supervised. If you are discovered to be unregistered at this level, you will be forcibly jailed, fitted with magical tracking devices and suppressors, and classified as a high-level threat. Casting spells of this scale in urban settings is interpreted as a proclamation of intent, and strike teams will most likely be dispatched to remove you. These spells are linked to massive destruction, high-level curses, and reality-warping magic—making you a living weapon in the eyes of most governments.
Magic Law by School: Public Perspectives and Legal Implications
The Evocation (Destruction) School is essential for survival in the world, as adventurers, guards, and battle mages rely on spells like fireballs and lightning bolts. However, most laws treat evocation as a weapon. Even if it's your natural magic, utilizing it to commit a crime (such as assault or property damage) will result in additional charges or lengthier terms.
The Abjuration School, known for its defensive, shielding, and protective spells, is usually regarded positively. It is rarely related with crime, and most kingdoms view its use as benign. You'd have to be really clever to employ abjuration maliciously. Unless high-tier spells cause visible damage or abuse, most regions are tolerant, and legal defense may even argue your case down.
Conjuration School treads a narrow line. Conjuration is incredibly useful for summoning monsters, objects, and teleportation, but it is not without peril. Many summoned monsters can create havoc or property damage, particularly in populous places. Casting conjuration spells is frequently prohibited in towns or buildings, especially in older areas with severe laws. Summoning non-living tools or items is OK; but, conjour random weapons can be unsettling. You will be held accountable for the conjures you summon. Regardless of what it does, even if it is due to its own activities, you are the one who summon it, you are the one who accepts responsibility, and you will face the same legal consequences as if you committed the crime.
Divination School is difficult to govern. It is subtle, typically passive, and utilized for a variety of purposes, including discovering missing goods and predicting the future. Most individuals don’t even consider it or if they do it's more in the realm of the detecting analyzing stuff. When people use this for espionage, blackmail, and manipulation authorities take very seriously. Inquisitors and arcane detectives are trained to identify divine and temporal energies, and if you're discovered utilizing divination in a crime, your casting powers will be severely restricted.
The Necromancy School is polarizing. If you use it to weaken spells, create poison effects, or manipulate life-forces, it is viewed similarly to evocation or healing—just another type of magic. However, necromancy's evil reputation stems from its ability to raise or control the dead. This is frequently seen disrespectful to the deities or ethically incorrect. Using a corpse without permission is considered grave robbing and carries harsh penalties (usually 20+ years, especially if the body had valuables). Using dead animals or monsters you hunted is technically lawful, yet it may result in social stigma.
The Restoration School views healing magic as both honorable and necessary. Those who know how to use restoration magic should learn basic biology of whatever you're healing. However, most kingdom require people with healing magic over level 2 to be licensed in the medical field or divine practitioners. Improper or negligent healing might result in malpractice accusations. While often low-priority legally, the majority of problems arise from people who abuse payment systems or charge exorbitant prices for magical treatment.
Illusion School is often used for entertainment, escape artistry, and creative problem-solving. Many performance venues are licensed to use illusions, and city officials have designated them as "magic zones" so detectors do not react. However, outside of specified zones, utilizing illusions to deceive or evade justice carries ordinary criminal penalties, as well as additional time based on the degree of the manipulation.
Enchantment School is powerful and feared. While enchantment spells are excellent for diplomacy, persuasion, and truth detection, they are also quite intrusive. Mind control, charm spells, and suggestion magic are all extremely restricted. Most kingdoms impose double punishments if magic was used to commit a crime, as it is considered a major breach of free will. Even minor manipulation is illegal without explicit agreement or licensure.
Transmutation School is popular among craftspeople, alchemists, and inventors. Changing materials, modifying items, or improving physical ability can be extremely beneficial. Changing your own body (or others') can be considered distressing based on cultural beliefs. Using transmutation in a crime is often penalized in the same way as using a physical instrument or weapon—standard magical crime penalties apply unless the effect causes significant harm or damage.
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