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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
Kid Law
Kyle Lawman
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. His law magic reinforces that faith, giving structure to investigation and authority to his work. But training under his father has also exposed him to the harder truth: systems can hide rot as easily as criminals hide evidence. Kyle is still learning where loyalty ends and conscience begins, and Stormcall may force him to decide sooner than he expects.
Scorn
Corin Scorn Slatebadge
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.