[X][Crime] While there is a thriving community for duelists and similar mock battles, actually using magical equipment to commit a murder in public is not allowed. Your sister didn't rob a store with a heavily enchanted pistol and kill a civilian in the process, but she did sell said pistol to a thug, which means the crime is on her head as well. (Enchantment)
[X][Crime] Laws get a little fuzzy when dealing with other worlds. Geolocus law doesn't apply to extra-dimensional entities, just as you won't be judged by the Black Cowls for what you do in another world. What most certainly is illegal is opening planar gates for a criminal ring selling life-like golems of celebrities to other worlds. (Mensuramancy)
[X][Crime] Curses are already a dangerous form of spell to use when it comes to drawing the Black Cowl's ire. Some effects are harmless when discussed in length with every party, but wiping somebody's mind of its intelligence and memory when fleeing a crime scene got your sister on the Cowl's radar right away. (Malumancy)
[X][Aura] The world around you has dimmed. The lights have gone out, the crickets are silent, the air seems still and motionless. Small objects near you are floating in the air, gravity itself having shrunken back from your aura. Your parents almost float off of the floor by the time they're able to snap you out of your trance. (Empty Aura, an aptitude in Mensuramancy.)
[X][Aura] The walls are bending in towards you, growing spikes and changing color as your will seeps into them. You've created a halo of jagged edges to match the violent mix of emotions whirling within you. When your parents approach you, they have to be careful not to cut themselves as they snap you out of your trance. (Mutagenic Aura, an aptitude in Epidromancy.)
[X][Aura] They feel your thoughts pressing against them. Your helplessness as you watched your sister get dragged off through a portal. Your desire to send them after that Black Cowl and protest his arrest tries to take hold of them before they snap you out of your trance. (Commanding Aura, an aptitude in Acciomancy.)
[X][Aura] Light cascades off of you, silhouetting you as your anguished sobs echo through the house at a booming volume. Your parents are unable to directly look at you with the light you're emanating, and their ears are ringing from the amplified sound of your voice. When they snap you out of their trance, they have to blink spots out of their eyes. (Powerful Aura, an aptitude in Metamancy.)
[X][Aura] Colors radiate from you like ink flowing through water. They shift between a furious red, a despondent blue, a sickened yellow-green. The color follows your emotions, as tempestuous as they are, and when your parents approach you to snap you out of your trance, they can see exactly what you're feeling. (Emotional Aura, an aptitude in Psionomancy.)
[X][Faction] The Strangled Lands. Not only are they overflowing with monsters and mystical corruption, they're also dominated by harsh terrain filled with plenty of mundane threats, from barren mountains to jungles teeming with hostile forms of life. The casters from the Strangled Lands are experts when it comes to monsters, many becoming acciomancers or naturamancers- though there are exceptions to that rule.
[X][Faction] Byeol-ui. The lands that once composed the Celestial Empire before the Unification War were all about ceremony. Not out of tradition or religious worship, but because most of their celebrations are huge social gatherings, which are highly valued by the locals. It covers a number of sizeable islands, making it the largest of the former nations and the one with the most varied terrain.
[X][Faction] Reme. The Imperial Republic of Reme has a history of technological advancement, consistently taking advantage of natural resources, high population, and a secure geopolitical placement to consistently remain on the cutting edge. It only covers a single island, but with the exception of the Strangled Lands it's the largest island with the most hospitable landscape.
[X][Alignment] Heroic. For some, magic is a means to an end; the ability to bring the world more in line with their ideals. This can take a number of forms, from those that desire to eradicate evil, to those with a passion for healing, to those that want to overthrow the government and steer the world towards their ideals. Not all casters of this description are good, but what sets them apart are their convictions and ability to make them real.
[X][Alignment] Arcane. Many that come to Bellafonte Academy are clearly interested in the arcane arts, but some go above and beyond. These people are the genuine magi, the ones that will likely trailblaze new paths in the many fields of magic as they grow. They might be anything from nerds to those prodigies that seem innately blessed with talent.
[X][Alignment] Discordant. Not every student at Bellafonte is an upstanding individual. While Bellafonte Academy doesn't let in the crackling, stark raving madmen, some more subtle types can slip through. The selfish, the ones that will make a space in the world even if it means sometimes stepping on toes. They scheme, command, and cast so that they're in a place they're wealthy or respected or comfortable.