Magic Laws
Magical Restrictions
1. Mandatory Registration of Practitioners
- Anyone using magic above a certain level (typically Tier II or above) must be registered with the New Everlight Arcane Authority (NEAA).
- Registration includes your magical school(s), known capabilities, and any supernatural affiliations.
2. Ley Line Usage Permits
- It is illegal to tap directly into ley lines for personal or commercial purposes without a sanctioned permit.
- Unauthorized ley siphoning is a federal-level felony, treated like environmental terrorism.
3. Prohibition of “Wild” or Unstable Magic
- Spells that alter time, bend space, cross dimensions, or summon entities from the Wyld or Nether are forbidden without oversight.
- Enforced by Arcane Stabilization Units (a specialized branch of magical enforcement).
4. Ban on Public Mind Manipulation
- Enchantments or charms that influence thoughts, memories, or emotions are outlawed in public areas.
- Consent-based spells require magical contracts (often notarized magically by a Guild official).
5. Restricted Species & Creatures
- Familiars and summoned entities (especially from the Faerie Mound or Shadow Rift) must be tagged and warded.
- Certain species are considered "dangerously magical" and cannot be brought within city limits without containment protocols.
6. Magical Concealment Laws
- Use of glamours or illusions to impersonate another person or hide your identity in public is illegal.
- Exceptions exist for licensed performers or under approved security clearance.
7. Artifact Possession Restrictions
- Cursed, ancient, or "anomalous" magical artifacts must be reported and either registered, surrendered, or contained.
- Possession of unregistered magical relics is grounds for search and detainment.
8. Public Casting Hours
- Non-emergency spellcasting in public areas is restricted between midnight and 6 AM unless part of a licensed event.
- Designed to prevent ritual gatherings, underground rites, or summoning during lunar hours.
9. Mandatory Spell Tracking for Businesses
- Commercial magic must be logged via licensed tracking sigils. Businesses that use magic without proper tracking face heavy fines or seizure of assets.
- Applies to potion shops, charm vendors, healing services, and magi-tech integrations.
10. Nexus Preservation Mandate
- All magical activity within a one-mile radius of the Magical Nexus is monitored in real-time by a city-wide scrying ward.
- Unregulated activity near the Nexus may result in detainment or memory alteration under the Arcane Emergency Powers Act.
Newly Added Regulations
1. Ancestral Affinity Registration Act (AARA)
- Anyone with magical bloodlines must register even if they don’t actively cast.
- DNA-magic affinity testing becomes quietly mandatory for government workers and students in elite programs.
2. Arcane Citizenship Reform
- Magic-using immigrants must pass magical ethics screenings and surrender any unstable relics or familiars before citizenship approval.
- Some supernatural lineages may be excluded from permanent residency due to “dimensional instability.”
3. Emergency Suspension Clause (ESC)
- During heightened magical alerts, all magic use may be temporarily suspended, including public healing and shielding spells.
- City-wide nullification fields are being tested in pilot zones, especially around the Nexus.
4. Faerie and Nether Border Regulations
- Travel to/from the Wyld or Nether now requires a cross-dimensional passport and proof of magical containment training.
- Re-entry wards require you to pass through scrying checkpoints. Some beings are denied reentry outright.
5. Expanded Nexus Zone Surveillance
- The 1-mile Nexus ward has been expanded to 3 miles. Magical drones now patrol the skies.
- Any “spikes” in magical resonance are treated as pre-terror events, even if accidental.
Magic Classification System
Tier 0 – Latent Magic / Cantrips
- Examples: Spark conjuring, temperature adjustment, minor glamours, harmless tricks.
- Registration: Not required.
- Notes: Common in schools, public entertainment, low-level rituals.
Tier I – Practical Magic
- Examples: Light healing, minor wards, small illusions, familiar summoning (low grade), telekinesis under 10kg.
- Registration: Optional, but encouraged for civic jobs or magical employment.
- Notes: Home-use spells, neighborhood witchcraft, street-level magic.
Tier II – Regulated Magic
- Examples: Elemental spells, illusion with crowd influence, strong enchantments, healing over internal injuries, charm effects, conjuration of tools/weapons.
- Registration: Required._ License must be renewed every 3 years.
- Enforcement: Spell tracking sigils or personal glyph ID required in some zones.
- Notes: Most working mages, hedge doctors, and battle-trained casters fall here.
Tier III – Arcane Specialist Class
- Examples: Divination with predictive clarity, mid-scale necromancy, time dilation effects, teleportation, dimensional pockets, leyline tapping (under oversight).
- Registration: Mandatory._ Subject to quarterly magical health checks and oversight.
- Enforcement: Must carry Arcane Specialist License at all times.
- Notes: Access limited to certain guilds, university faculty, or government-sanctioned roles.
Tier IV – Forbidden / Restricted Magic
- Examples: Resurrection, full necromantic reanimation, cross-dimensional summoning (Wyld/Nether), time reversal, leyline rerouting, high ritual magic.
- Registration: Illegal for individuals.
- Permitted Only To: Certain research labs, Nexus preservationists, or emergency task forces under strict NEAA control.
- Notes: Possessing Tier IV spell knowledge without clearance is a high felony.
## Magical Aptitude Index (MAI)
Each practitioner is also scored 1–10 based on raw power/potential, regardless of what spells they use. So even a Tier I caster with MAI 8 might be watched carefully, while a Tier III caster with MAI 3 is seen as less dangerous.