Magic follows certain rules which govern how it works, and as far as we can tell, these laws cannot be broken. They are just as binding as the laws of nature like gravity or conservation of energy. Most of the rules and information here is based on what is known with normal research. There may be more knowledge, but it has either been lost to time, or may not have been discovered yet.

##Magic requires energy to function

From simple electrical energy to full blown life spark energy, something must power the spells that are made with it. Each type of [[Energy]] has it’s uses, limitations and strengths. Without [[Energy]], there can be no magic

##Magic requires a path for energy to flow

In old times, the paths were drawn with chalk, some with blood, and others inlaid precious metals. In modern times they can be with a sharpie or even circuit pathways. Each path material is a lot like the [[Energy]] flowing through it, with it’s own uses, limitations and strengths. A path, however, must be consistent, precise and appropriate. Consistency refers to using the same material, mixing materials in a path will not work. Precise is obvious, squiggly lines will not make magic happen, and neither will it not being recognizable. Appropriate meaning that not all path materials are suitable for every spell. Some are too weak to conduct the [[Energy]] used, some are overkill. Sure, you can have a path made with the most expensive materials all the time, but if you are just doing a simple spell, it is a waste.

##Magic leaves a fingerprint

Every spell will have a trace of both the spell itself and whomever channeled the energy behind. There is modern technology that can even track, identify and compare spell fingerprints from different people. This is a part of the job of the MCI (Magical Crime Investigation) arm of the FBI. There is no way to avoid this, and it is why magical crime is either by people who don’t know any better, or are very careful. Even a simple scrying spell will leave a fingerprint on the area that was viewed. The stronger the spell effect, the longer lasting the fingerprint. Destructive spells will also leave a much longer fingerprint, and unlike real ones, there is no known way to wipe away magical ones.

##Magic is very structured

Spells are very precise and exact in how they work, they have a specific way they are formed, a specific way each part interact with each other and a specific result. There is no randomness to how a spell effect happens. If all the components of the spell are the same, the result will always be the same. As such, they are also almost always predictable, and it has become a science. There are even programmers who specialize in spell creation in a computer environment. All spells have 3 components, all defined in the path: caster, target & effect
###Caster
This is the person who creates the path for this specific iteration of the spell. The original designer of the path could be hundreds of years old, as it is an old spell, but the person enacting the spell is the caster. They direct the energy into the path.
###Target
This is what the spell will affect. It can be as simple as a piece of paper which is made to burst into flame, another person, or even an entire city. This is where the fingerprint of the caster and effect will be left. Even if the target is destroyed, both the area where it was, and the residue of the target itself, will contain this fingerprint.
###Effect
This is what will happen to the target. The more complex or altering the effect is, the more complex the path description of it is. A simple thing like bursting into flame can be described with a simple sigil, but something more complex like a transmogrification could take a whole series of dozens of sigils to describe within the path.

##Magic can interact with other magic having unintended consequences

Magic itself is a manipulation of the universe in a way that is normally not possible. Most current understandings of magic are that the caster is manipulating the universe in small ways by forcing time to travel down a specific probability path. As such, two spells can interact with each other in ways not expected. If one spell is designed to burn a piece of paper someone is holding, and another is designed to protect the person holding it from harm, they both cannot be correct. This could cause one of them to fail, or even rebound. This is the only time magic is not predictable. This is also why magic tends to be used only on yourself, as interacting with someone else who may have magic on themselves can have very dangerous effects for all involved.

##Magical Effect Types

###Local

A local spell effect is one that affects the caster themselves, or an object itself. A MagiBra, a common magical item, is such an example. It acts as a brassiere for women, using telekinetic magic to do the support, as well as a small amount of weight reduction, and it is done to the woman wearing it. A such, it only affects her. The magic scanning device used to track who cast a spell by the MCI is another example of a local spell effect. It only affects the item itself.

###Coincidental

This is a specific style of non-local spell, one which affects something other than the caster, but creates its effect in a way which may be indistinguishable from a non-magical effect. As such, it requires significantly less energy to do the effect. A perfect example is if you wanted to engulf someone in a fiery blast. Obviously that qualifies as a non-local spell, but HOW this is achieved can determine if it is coincidental or vulgar. If the person is in the middle of a parking garage, and they happen to be near a gas line, the spell can manipulate things so the gas line ruptures and a spark causes the gas to explode. It will still leave a fingerprint like any other damage, but all non-magical forensic evidence will point towards this just being an accident. Due to the elements of the effect being nearby the target, means that it is less energy required for the effect.

###Vulgar

Unlike coincidental spells, vulgar ones create the effect from nothing or in a way which defies conventional physics. A person spontaneously bursting into flame is a perfect example of this. A building exploding with no combustable materials within miles is another example. Vulgar spells require MUCH more energy to perform, and as such are much easier to track. They also tend to be illegal as getting the energy to perform these spells generally involves energy sources that are less than savory, or use contraband items.

##Other Magical Side Effects

One thing which has been discussed with evolutionary biologists is different effects on evolution which magic has had. One noticeable one, which has come to the delight of most men, is that among races that embrace magic, especially the use of the MagiBra, there actually has been an evolutionary effect; Larger average bust size on women. As back pains are no longer an issue, and keeping breasts perky are lifted are easier, women with larger breasts are being picked more often as mates, and as such, the genes that encourage this trait are becoming more common. As such, over the past 100 years, there has been a noticeable and measurable increase in the bust size of women of the world. Sure, there will always be smaller breasts, but the average is shifting larger, and this is without there even being any increase in breast enlargement implants. In fact,

##Limitations

Magic isn’t without it’s limits, and even with all the power it has, there are some things that it cannot accomplish. Here’s a few of the main areas it cannot affect.

###Necromancy

The dead cannot be brought back to life, either fully dead or as undead. Undead do not exist in this world as they do in others. There are no undead vampires (the only vampires are actually a form of retrovirus) there are no zombies, ghouls or ghosts. In fact, what most people think are ghosts are actually [[Magical Ruptures]]. If a person cannot be brought back with scientific medical methods, magic cannot accomplish it either. There must be some of a person’s life spark left in the body to bring them back, and a defibrillator is much more effective than magic.

###Time Affecting

Magic cannot affect the flow of time, either by slowing or speeding it up. The closest it can get is speed up a person’s reaction time, and even then only to the limit of mortal reactions. Basically, it can make you as fast and as agile as an olympic athlete, but not better or faster.

###Healing

Mending broken bones, knitting torn flesh and regenerating limbs is not possible with magic. It cannot speed up healing, as that falls under time affecting magic. It can move bones that are fractured and hold them in place so they can heal properly (a magical cast as it were) and it can dull the pain a body feels, but the body itself has to heal under it’s own power. Magical stitches are also possible, but like the defibrillator, they are not nearly as effective.

##Legal Limitations

Many spells carry with them some legal issues as well, this will vary from country to country, but most agree on the main ideals. Western countries have pretty much universally agreed on the same limitations.

###Charm

Any spell that influences another is considered to be highly illegal. As they are easily detected, and there are protections against them available, most people will not ever use them. However, that doesn’t mean that people won’t try.

###Divination

While not technically illegal, there are limitations on these, but more of in regards to specific information you are trying to divine. Classified locations and information are subject to the same penalties whether you get the information by hacking a computer, stealing a file, or using a scrying spell. There are protections against scrying, and like charm spells, it is easy to trace them, but most people will never use them. The protections are more common with government agencies or corporations trying to protect their intellectual property.

###Transmutation

Not illegal by default, but using spells such as these to commit fraud or impersonation can carry extra penalties. They also tend to require a fairly large amount of energy, and are quite costly to set up. For example, trying to turn lead into gold with a transmutation spell actually costs more than the gold is worth.

###Summoning

The use of summoning spells is practically unheard of. The sheer amount of energy required for teleportation is so large that the mere idea is considered disturbing. The only way to even perform these magics is by either doing them on Ley line convergences, or using artifacts, neither of which are simple matters.

###Illusions

Non existent.

##Magical Items

There are a multitude of levels and powers of magical items and each has it’s own limitation and strengths.

###Mass Produced

###Single Use/Disposable

###Lodestone

###Traditional

##Artifact