There are 3 types of magic Divine, Arcane, and Innate.
Divine Magic
Divine magic is ritualized, orderly and safe to use. It can only be done people associated with the government ministry, It is described under Religion. Angels and other good aligned beings are only manifested via the ministry's spells. Divine magic can only make impermanent (i.e. charged) items. All divine magic is law aspected meaning that all users can not be chaotic.
Arcane Magic
Arcane magic is like tapping directly into pure energy. There is way more energy than one can safely use. There is no casting limits on an arcane caster, it is possible to cast forever but the longer you cast the more likely you are to be destroyed. Spell lists and spells per day are what is known safe to cast. Casting beyond that is almost a sure way to trigger control failure. Roughly each spell cast beyond your limit adds the spells level to DC15 fort save or experience loss of control. Many creatures with spell like abilities are using arcane energies with all the drawbacks thereof.
Creatures with spell-like abilities have strong magical affinities that may overwhelm the creature if not controlled properly. To protect themselves from loss of control creatures with spell like abilities may need to be collared/bound to seal magical radiation. The chaotic taint has been devastating to races like the fae and they have become very careful not to use powers, or they are prone to sudden violent ends.
Arcane casters in society
All arcane casters must be registered where they go. More powerful require more powerful controls. The license comes in the form of a magical medallion that is not generally removable. This item acts as an arrow of slaying in the case of loss of control. This is necessary as casters usually convert into the most fearsome creature types. A powerful caster may have a greater medallion
Non-licensed users who are found are immediately registered and background checks are performed on their entire family to check for additional users.
A caster who has removed their license medallion and is caught will be punished via feeble-mind.
Arcane users must have a mark clearly displayed on them and must meet with an inspection official a least monthly for regular screening.
Arcane casters can cast beyond empty. But there is a DC 15+spell level save or experience loss of control.
Necromancy is frowned upon as it is hard to distinguish from uncontrolled magical abominations (the process of creation is quite simular) and creations of such magic are usually destroyed on sight.
Innate Magic
Innate magic is internally powered and does not have the drawbacks of arcane energies. Creatures with supernatural and extraordinary special abilities have innate magic. Psionics is another example of innate magic. Innate casters are limited in number of casting per day. Innate casters can not create nor use spell completion items. Permanent magic items are also not able to be created by innate casters.
Psionic casters
Psionic casters are either sorcerer (with Psychic Bloodline) or Bard.
Innate casters can not create nor use spell completion items. Innate casters also can not create permanent magic items.
Psionic bloodlines have an easier time applying the still and silent metamagic feats. Once per round one of the two feats can be applied without increasing the spell level.
Necromancy permanently disrupts their channel to their ancestors. his includes returning from the dead which causes the character to becomes and arcane caster of the same type.
Psionic Sorcerers
Can not select necromancy nor evocation spells. These spells are prohibited.
Do not get familiars nor foci but their bloodline has numerous other advantages.
Psionic Bards
Bardic knowledge is "ancestral knowledge" as you are getting specific advice or memories from your family's bloodline.
Bard song is instead an aura of command. By speaking firmly and calling out commands you give allies benefits on the field of battle. (whether or not the commands are followed)