Aspect Codex

Law Magic

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.

Law MagicSpellcastingChargesInsight

What This Aspect Does

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.

Power Links

42 separate powersReusable by characters, items, curses, and locations
Tier 0ActionAt-Will

Seal Minor Breach

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.

Tier 0ActionAt-Will

Commanding Word

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.

Tier 11 MinuteAt-Will

Alarm

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.

Tier 1ActionAt-Will

Compel Compliance

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.

Tier 1ActionAt-Will

Detect Violation

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.

Tier 1ReactionAt-Will

Binding Rebuke

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.

Tier 2ActionAt-Will

Arcane Lock

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.

Tier 2ActionAt-Will

Zone of Truth

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.

Tier 2Bonus ActionAt-Will

Chain of Conviction

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.

Tier 2ActionAt-Will

Hold Person

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.

Tier 3ReactionAt-Will

Power Interdict

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.

Tier 3ActionAt-Will

Dispel Magic

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.

Tier 31 HourAt-Will

Glyph of Warding

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.

Tier 31 MinuteAt-Will

Magic Circle

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.

Tier 41 MinuteAt-Will

Gate Seal

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.

Tier 410 MinutesAt-Will

Private Sanctum

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.

Tier 4ActionAt-Will

Mandate of Restraint

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.

Tier 4ReactionAt-Will

Lawkeeper's Aegis

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.

Tier 51 HourAt-Will

Planar Binding

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.

Tier 51 MinuteAt-Will

Geas

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.

Tier 5ActionAt-Will

Circle of Binding

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.

Tier 5ReactionAt-Will

Judicial Rebuke

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.

Tier 610 MinutesAt-Will

Forbiddance

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.

Tier 61 HourAt-Will

Guards and Wards

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.

Tier 6PassiveAt-Will

Law Dominion

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.

Tier 6ActionAt-Will

Verdict of Stillness

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.

Tier 71 MinuteAt-Will

Symbol

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.

Tier 7ActionAt-Will

Sequester

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.

Tier 7ActionAt-Will

Mass Binding

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.

Tier 7ReactionAt-Will

Glyph of Judgment

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.

Tier 8Action1/Long Rest

Antimagic Field

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.

Tier 81 MinuteAt-Will

Oath of Binding

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.

Tier 8Bonus ActionAt-Will

Edict Avatar

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.

Tier 8ActionAt-Will

Supreme Writ

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.

Tier 91 Minute1/Long Rest

Imprisonment

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.

Tier 9ActionAt-Will

World Injunction

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.

Tier 9PassiveAt-Will

Sovereign Law

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.

Tier 9ReactionAt-Will

Perfect Abjuration

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.

Tier 10Action1/Long Rest

Absolute Edict

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.

Tier 10ActionAt-Will

World Court

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.

Tier 10ReactionAt-Will

Perfect Seal

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.

Tier 10Action1/Ever

Universal Injunction

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.

Characters With This Aspect