Central Mage Authority
`"Once upon a time the plural of 'wizard' was 'war'." (Pratchett)
The Central Mage Authority (CMA) was formed many ages ago as a result of a Mage rebellion. It is an overseeing committee of spellcasters created to ensure other spellcasters are kept in check.
All things related to magic are managed by the CMA, as well as other things. This includes:
- Magic shops or shops in general need licenses to sell magical items
- Managing teleportation circles in big cities
- Make sure teleportation circles runes are kept secret so not anyone can just pop in and maybe invade with an army
- Bring education to the lower masses, or help promote the development of education
- The most important part; All mages must be registered as part of the guild/CMA, or they will be considered a rogue spellcaster. Rogue spellcasters are tracked down by bounty hunters or members of the CMA if you have committed a crime. If you are caught without a license then you are fined and forced to register. Of course you can always keep out of their watchful eye and try not to get caught.
The CMA might not have full jurisdiction to follow through with all these responsibilities in certain areas, most commonly they might be responsible for licensing and monitoring spellcasters in certain areas, or even providing education.
Sometimes the CMA will keep other powers in check like the Kingdom of Tamarand and Dragonheart.
They are also at odds with the Magus Concord, as the Concord like to be a bit more free in casting magic, although this doesn’t stop the 2 groups talking or sharing information.
-offices in Verdant Vale, Golden Sea, Golden Plains, Havarlan Highlands
Grand Arbiters
The CMA is ruled by a council of Grand Arbiters.
William Trent - regular contact with the Crown in Tamarand
Banned Magic
Blood Magic - Hemomancy
Animancy - something with souls
Chronomancy - time magic
Necromancy?
Some uses of Enchantment magic like making ppl do shit they don't wanna