
Opening the archive

Opening the archive
Aspect Codex
Law Magic is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
On this page
Law Magic has 42 powers ready for character sheets, including 40 with VTT hooks.
Power list
42 linked powers can be browsed from this aspect.
Sheet use
42 powers can sit on character sheets.
VTT hooks
40 powers have enough hooks for future VTT actions.
Gaps
No mechanics gaps were found in this aspect.
Power Readiness
Law Magic has 42 powers ready for character sheets, including 40 with VTT hooks.
Law Magic defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Touch a door, container, knot, latch, scroll, or simple mechanism. It becomes marked by a minor legal seal. A creature opening, altering, or moving it without your permission leaves visible glowing evidence for the duration.
Speak one simple command to a creature you can see within range. The target must make a WIS save or subtract 1d4 from the next attack roll or ability check it makes before the start of your next turn if it disobeys the command.
Ward a door, window, object, or area no larger than a 20-ft. cube. Until the effect ends, you are mentally alerted when a Tiny or larger creature enters or touches the warded area without permission.
Choose one creature you can see within range and state a simple lawful restriction, such as halt, drop that, or answer plainly. The target must make a WIS save or have disadvantage on the next d20 roll it makes before the start of your next turn if it violates the restriction.
For the duration, you sense active curses, wards, contracts, bindings, magical prohibitions, and ongoing law-based powers in the emanation. You know the school or aspect of each effect, but not its full terms.
When a creature you can see within range breaks a command, ward, oath, or stated restriction, it takes force damage equal to your WIS modifier plus your proficiency bonus.
Touch a closed door, window, gate, chest, or other entryway. It becomes magically locked. You and creatures you designate can open it normally, and a password suppresses the lock for 1 minute.
Create a 15-ft. radius zone centered on a point within range. A creature that enters or starts there must make a CHA save. On a failed save, it cannot speak a deliberate lie while in the area. You know whether each creature succeeds or fails.
A spectral chain lashes one creature you can see within range. The target must make a STR save, taking 10 (3d6) force damage and becoming bound on a failed save, or half damage with no binding on a success. While bound, it cannot willingly move more than 30 ft. from you. It repeats the save at the end of each turn.
Choose one Humanoid you can see within range. The target must make a WIS save or become paralyzed for the duration. The target repeats the save at the end of each of its turns, ending the effect on a success.
When a creature within range uses a power, force it to make a CON save. On a failed save, the power is interrupted and has no effect if its tier is 3 or lower. If the power is tier 4 or higher, you make a WIS check against DC 10 + the power’s tier to interrupt it.
Choose one creature, object, or magical effect within range. Ongoing powers of Tier 3 or lower on the target end. For each ongoing power of Tier 4 or higher, make a WIS check against DC 10 + that power’s tier, ending it on a success.
Inscribe a glyph on a surface or object no larger than 10 ft. in diameter. Set a trigger. When triggered, the glyph either explodes in a 20-ft. radius for 23 (5d8) acid, cold, fire, lightning, or thunder damage on a failed DEX save, or releases one Tier 3 or lower power you know that targets a creature or area.
Create a 10-ft. radius, 20-ft. tall cylinder. Choose Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. Chosen creatures cannot willingly cross the boundary, have disadvantage on attacks against targets within it, and must make a CHA save to teleport or travel through it.
Fortify planar boundaries in a 30-ft. cube within range. Portals in the area close, and teleportation or planar travel used to enter or leave the area fails unless the traveler succeeds on a CHA save.
Secure a cube from 5 ft. to 100 ft. on each side. Choose protections: sound blocked, vision blocked, divination sensors excluded, creatures inside hidden from divination, teleportation blocked, or planar travel blocked. Repeating this power daily on the same place for a year makes it permanent.
Choose one creature you can see within range and name one action, such as attack, cast, flee, or lie. The target must make a WIS save. On a failed save, the first time each round it attempts the named action, it takes 18 (4d8) force damage and the action fails.
When a creature you can see within range takes damage or fails a saving throw while inside one of your wards or bound by one of your Law Magic powers, reduce the damage by 4d8 + your WIS modifier or add your WIS modifier to the failed save.
Attempt to bind one Aberration, Celestial, Elemental, Fey, Fiend, or Undead that remains within range for the casting. It must make a CHA save or be bound to follow your commands for the duration, interpreting hostile commands as narrowly as possible.
Place a command on one creature that can understand you. The target must make a WIS save or be compelled for the duration. If it directly disobeys the command, it takes 27 (5d10) psychic damage once per day.
Create a 20-ft. radius binding circle centered on a point within range. Hostile creatures in the area have speed halved. When a hostile creature attempts to leave, teleport, or use planar travel from the area, it must make a CHA save or the attempt fails and it takes 22 (4d10) force damage.
When a creature you can see within range damages another creature or violates one of your Law Magic restrictions, it must make a WIS save, taking 31 (7d8) force damage on a failed save, or half as much on a success.
Ward up to 40,000 square feet of floor space to a height of 30 ft. Teleportation, portals, and planar travel into or through the area are blocked. Choose creature types; chosen creatures that enter or end their turn there take 27 (5d10) radiant or necrotic damage. You may set a password.
Ward up to 2,500 square feet of floor space up to 20 ft. high. Corridors fog, doors lock, stairs snare, passages mislead, and one additional lesser effect is placed. You may designate creatures and passwords that ignore the ward. Repeating this daily for a year makes it permanent.
Creatures have disadvantage on saves against your Law Magic powers while inside your wards or while bound by your Law Magic powers. Your Law Magic force damage ignores resistance.
Choose up to three creatures you can see within range. Each target must make a WIS save or have speed 0, be unable to teleport, and be unable to take reactions until the start of your next turn.
Inscribe a symbol on a surface or inside a closable object. Set a trigger and choose Death, Discord, Fear, Pain, Sleep, or Stunning. When triggered, it affects creatures in a 60-ft. radius once per turn for 10 minutes. Death deals 55 (10d10) necrotic damage on a failed CON save; other modes inflict severe control effects on failed saves.
Touch an object or willing creature. The target becomes invisible, cannot be targeted by divination, and cannot be detected by magic. If the target is a creature, it enters suspended animation and does not age or need food, water, or air until a condition you set ends the effect.
Choose up to six creatures you can see within range. Each target must make a STR save or become restrained by spectral chains and unable to teleport for the duration. A restrained target repeats the save at the end of each of its turns.
When a creature you can see within range teleports, uses planar travel, or leaves a warded area, force it to make a CHA save. On a failed save, the movement fails and it returns to the space it left. On a success, its speed becomes 0 until the start of its next turn.
A 10-ft. emanation of antimagic surrounds you. Powers and magical effects are suppressed inside it, magical areas cannot extend into it, teleportation and planar travel are blocked, and magic items lose magical properties there unless created by an Artifact or deity.
Bind a willing creature or a creature that fails a CHA save to a specific oath no longer than one sentence. If the target knowingly violates the oath, it takes 55 (10d10) psychic damage and the violation is marked visibly until the oath is fulfilled or dispelled.
For the duration, you have advantage on saves against charm, fear, possession, teleportation, and forced movement. Your Law Magic powers ignore force resistance, and once per turn when a creature fails a save against your Law Magic, it takes force damage equal to your WIS modifier.
Speak a binding writ to one creature you can see within range. The target must make a WIS save or be unable to take one category of action you name: Attack, Magic, Dash, Disengage, Hide, Help, or Use an Object. It repeats the save at the end of each of its turns.
Choose one creature you can see within range. It must make a WIS save or be sealed by one prison form: chained, slumbering, minimized, hedged, or held in a sealed chamber created by the power. The target does not age and cannot be found by divination or teleport. You define one achievable condition that ends the effect.
Declare one restriction in the emanation, such as no teleportation, no lies, no attacks against allies, no summoning, or no crossing a boundary. Hostile creatures that attempt to violate it must make a WIS save or the attempt fails and they take 44 (8d10) force damage.
Your Law Magic powers ignore resistance and immunity to force damage. Creatures bound by your Law Magic powers have disadvantage on saves against your wards, seals, and edicts.
When you or a creature you can see within range would take damage, fail a save, be teleported, or be affected by a power, impose a perfect legal seal. Reduce the damage to 0, turn the failed save into a success, stop the teleportation, or end the incoming power if it is Tier 9 or lower.
Speak an absolute command to one creature you can see within range. The target must make a WIS save or be forced to obey a single clear, non-suicidal command for the duration. If the command requires ongoing effort, the target repeats the save at the end of each of its turns.
Create a court of law in the emanation. Hostile creatures in the area cannot teleport or lie. When a hostile creature starts its turn there, it must make a CHA save, taking 55 (10d10) force damage and losing reactions on a failed save, or half damage only on a success.
When a creature you can see within range uses a power, attacks, teleports, violates a command, or crosses a ward, seal the triggering event. The triggering event fails unless the creature succeeds on a CHA save. If it fails, it also takes 55 (10d10) force damage.
Declare a single supernatural law over a region within range, such as no teleportation, no undeath, no summoning, no lying in court, or no violence across a named threshold. The GM defines the exact boundaries and narrative limits. The injunction can be ended by Tier 10 dispelling, divine intervention, or a story condition set when used.
Kid Law - Kyle Lawman
The Lawful / Law Magic
Kyle Lawman, known as Kid Law, is a rookie investigator in Stormcall and the son of veteran detective Donnie Cello Lawman. Raised in the shadow of The Lawful, Kyle entered the ranks with earnest belief in procedure, justice, and the idea that rules exist to protect people.
Magistrate - Verik Thorne
The Lawful / Law Magic
Magistrate Verik Thorne is Gravenhurst's Lawful courtroom controller, central to Maine's trial, Krane's testimony pressure, and the legal machinery around Castro-era panic.
Scorn - Corin Scorn Slatebadge
The Lawful / Law Magic
Corin Scorn Slatebadge is a Lawful administrator assigned to magic-item declaration and attunement taxation. Formal, procedural, and backed by Zone of Truth, Corin treats recovered artifacts as civic resources rather than adventurer prizes.