LAWS IN A MAGIC RICH CITY [Archive] - Wizards Community

Post/Author/DateTimePost
Ethandrul

06-07-07, 06:10 PM
Ok, So I am trying to kickstart a worlds largest city campaign (by aeg) and it occurs to me that magic needs to be heavily regulated in a magic rich world. fire spells, charms, and many illusions would be banned within a lawful city (unless used in an official capacity)
Has anyone come up with a law system that takes into account spells?
How about an economy that allows for conjuration and creation spells?
would the ability to know how to cast a spell be regulated?what about sorcerers, bards and other casters?
Ayers

06-07-07, 09:42 PM
You could play the Big Brother angle.

A cabal of magic-users have become very powerful within a city, and they regulate magic within the city in a very harsh way, fearing anyone who begins to encroach on their level of magic. It keeps people from fireballing it up in the streets, and by having that atmosphere of constant terror, keeps the populace under some control.

Other than that, you could try and come up with some kind of device that keeps all spells over a certain level suppressed and unable to be cast unless you have a special 'permit', which is a device that circumvents, or partially circumvents, this device's effect. So, say, one could only cast spells up to Spell Level 3. Thereby, most of the dangerous spells are kept under check, and they don't have to worry about anyone committing some heinous crimes.

Or just play that same sort of idea, but without a magic device. Thereby, you're still able to get into some magical plot hooks, but perhaps there is something that instantly alerts those in power to every single piece of magic that is used above a certain level.

Not too many other ideas, though.
doct1400

06-08-07, 08:00 PM
Honestly I think the only way to get this out logically would be to just go over the spells ideally with a group and come up with how or why it would be used and then get a couple of votes.

I mean obviously destructive combat spells would be banned. Magic Missle may or may not, it is like carrying around a loaded gun, but unless fighters are forced to give up their weapons I'd probably allow it.

I think the best thing is just to keep trying to figure them out.
JulesCARV

06-08-07, 08:45 PM
I had some thoughts (http://boards1.wizards.com/showthread.php?t=806358) on this matter, and also tried to create a sort of "civilian mage" (http://boards1.wizards.com/showthread.php?p=12336073) spell list, which would be for spellcasters trained by authorized schools in magic that's not heavily restricted by the government -- they cast spells "warmage-style," with a restricted and non-combative list which they automatically know. (It'd mostly be an NPC class, but in this setting, there wouldn't be a dramatic power level difference between PC and NPC classes, but that's another issue.)
Zousha_Omenohu

06-10-07, 02:06 AM
This is probably a bit simplistic, but the best way to deal with uppity mages is to send a more powerful mage to put them in their place. I think it would'nt be too much of a stretch to have the City Watch have a few experienced mages in their employ. All they'd have to do is cast a trapping kind of spells and whip out the magic-nullifying manacles (I can't remember for the life of me what they're called), and the mad mage would be effectively collared. Also, the cells would have to be anti-magic, like the ones in Azure City (from Order of the Stick). You don't really need to go into detail about the law, just the threat of punishment should be enough to keep most players in line.
krichaiushii

06-10-07, 04:26 PM
Just some disjointed thoughts.

The types of laws and punishments depend greatly on the government of the city. A magocracy is going to run things differently from a theocracy from a bureacracy, etc. Lawful is one thing, but the other component (Good, Evil, Neutral) dictates the punishments for breaking laws.

To cast arcane spells at all would require a license.

Applying for the license means being part of the local guild; one of the extra requirements to be in this guild is that spellbooks MUST be stored at the guildhall - possession of one outside the hall (without a more expensive license) means confiscation of all magical goods, a fine (likely ruinous), and possibly imprisonment or public service of some sort.

Alternatively, licenses for different schools of magic may be required, with certain schools being prohibitively expensive or banned outright.

Perhaps all arcanists are required (as part of the licensing) to wear a magical tattoo (an unremovable Arcane Mark (http://www.d20srd.org/srd/spells/arcaneMark.htm), perhaps) that allows for easy scrying by the LAW.

Punishments for casting without license range from fines to confiscation of goods (primarily magic items) to banishment (perhaps the guilty party is thrown through a planar gate to some random plane) to public service (via Geas (http://www.d20srd.org/srd/spells/geasQuest.htm)) to Mark of Justice (http://www.d20srd.org/srd/spells/markofJustice.htm) to Feebleminding (http://www.d20srd.org/srd/spells/feeblemind.htm) to Imprisonment (http://www.d20srd.org/srd/spells/imprisonment.htm).

Magical collars could be crafted that generate a constant variation on an antimagic field that prevents the wearer from casting spells or using activated magic items.

Tongues can be cut out, hands removed, fingers broken, etc. Its hard to cast spells with verbal or somantic components when you can't speak or manipulate things.

As to enforcement, spies would be everywhere - perhaps Maruts of some sort, even. Higher level arcanists would teleport in if they detected any magic (perhaps a large, immovable, artifact-level magic item exists in the guildhall that acts as a scrying pool of sorts; only this pool is immense and shows the precise location of whomever is using magic within the radius of the city walls) and apprehend/kill the guilty party.

All sorts of divinations will be used to solve nonmagical crimes as well as magical ones, resulting in a very devious thieves guild or no organized thieves at all.

Regardless of what you settle on, write it down - to include punishments and how said punishments are enforced - because PCs are very likely to break some type of law. Most societies practice that ignorance of a law is no excuse for breaking a law, so even your players can't balk; having the laws written down allows you to appear more impartial and consistent, as well.
JulesCARV

06-10-07, 04:41 PM
Why wouldn't divine spellcasters, psions, and such require authorization/licensing?
FaithlessOfLux

06-10-07, 05:54 PM
You can't stop divine magic, psions maybe but divine magic can only be kept in check by the higher ups of their matching deities order. Even an epic mage can't stop a greater deity from granting his cleric his desired spells.
Zousha_Omenohu

06-10-07, 06:42 PM
:teach: For divine spellcasters, it really depends on what gods' interests are in the city. Churches of St. Cuthbert, Heironeous and Pelor would be more than welcome in most cities (if you're using the standard pantheon). The churches of Boccob or Wee Jas would be accepted but generally their clergy wouldn't see fit to meddle in the city's affairs. Chaotic churches like Kord's would be tolerated and they would probably be accepted if they behave themselves while in the city (churches generally police their own). As for evil Deities, Hextor would probably be the only one who would have a church in a city, and even then only in a city that didn't support Heironeans. The other evil gods are either only worshiped by savages out in the wilds, like Gruumsh and Erythnul, or they have smaller cults that are less easy to find, like Vecna. Other gods might also resort to cults if their activities would fall outside the law, the best example being Olidammara. Finally, deities like Obad-Hai and Ehlonna wouldn't be worshipped in a city at all, while racial deities, like Moradin and Corellon Larethian would really only have temples in non-human cities.
yellowdingo

06-10-07, 08:15 PM
This is probably a bit simplistic, but the best way to deal with uppity mages is to send a more powerful mage to put them in their place. I think it would'nt be too much of a stretch to have the City Watch have a few experienced mages in their employ. All they'd have to do is cast a trapping kind of spells and whip out the magic-nullifying manacles (I can't remember for the life of me what they're called), and the mad mage would be effectively collared. Also, the cells would have to be anti-magic, like the ones in Azure City (from Order of the Stick). You don't really need to go into detail about the law, just the threat of punishment should be enough to keep most players in line.

The Capacity for a Lockdown. Every building sits in an enchanted Antimagic circle that can be activated by a law enforcement mage.
"Perp detected in grid six-three, nulifying all magic in that area..."
Zousha_Omenohu

06-11-07, 12:50 AM
Now that's clever! Why hasn't anyone else thought of that?