Enchantment Magic
Though not as inherently violent as Blood Magic, the use of mind altering magic is considered extremely taboo in many cultures, and outright banned in some. The laws and customs tend to vary heavily depending on what the magic was used for - most sets of laws have exception for its use to apprehend wanted criminals, or prevent immediate harm to others.
Complete mind control is among one of the most hated and feared sorts of magic across the world, and even farmers in backwater villages know its dangers from the horror stories of traveling bards, and the traumatized shells of people it creates.
Execution
Enchantment magic comes in many forms, but all share a common link - a mental bond is created between two creatures, and information is shared across it. The most benign of these magics is the use of telepathy, and sending messages over vast distances, though many consider this to only technically be a use of enchantment magic. True enchantment magic is when an individual forces their will upon others through this link - introducing new emotions, thought patterns, and memories.
Without a bilateral link - that is, a link where information is also transferred to the caster - it is impossible to introduce anything other than raw emotions, base desires, and cravings. It can mean the difference between making a man go berserk and attack anyone nearby, and being able to force him to see his friends as enemies. It limits the subject to act on their own, using their own understanding and memories.
With the aid of a bilateral link, a caster's own knowledge can be used to influence their target. Suddenly, the caster can tell their subject to go to a place they themselves have never been, and they can intuit using information from the caster. But it comes at some risk - to open such a link means allowing the subject some access to their own mind. To do such a thing against another enchanter could result in a devastating reversal, a contest of pure willpower. As a result, most enchantments of this sort tend to target the weak willed, and mundane.
One can even train themselves to resist these mental forces, but it can take years to master.
Observance
For most of the continent, enchantment magic is not entirely outlawed, but the punishments for being caught using it are particularly harsh. Though someone may use it only trick a shopkeep out of her coin, they could be sentenced to death - such a punishment often assumes that the perpetrator has succeeded many other times before as well. Those able to detect mental interference are generally highly valued investigators and protectors of treasured information.
There are some nations where this magic is treated more or less harshly as well.
In the nation of Kehjia, enchanters are widespread. With little infrastructure and a weak government, decades ago it had been easy for enchanters to charm entire towns and become dictators and warlords. In recent years, many have trained themselves to resist these charms, and become potent enchanters themselves. The laws remain weak on crimes conducted with these means - most believe that the leaders of the country are themselves powerful enchanters. Kehjian enchanters remain highly sought after by those with few moral objections to the use of enchantment magic.
In Xeblisau, to steal someone's free will away from them is considered one of the most heinous acts an individual could commit. Enchantment magic is banned outright and any practitioners jailed at the least. The patron god of the region, Curae, saw it fit to ensure that the country was not defenseless against the dangers of enchantment. His servants, the satyrs, are naturally immune to enchantment magic and many have pursued the skill of detecting mental interference.
In the island nation of Challi, there are no laws against or pertaining to enchantment magic, largely because most inhabitants are immune to such things. Crimes committed with its use are generally handled on a case by case basis.
Calm by Marius Bota