D&D General Where is magic prohibited in your world??

I was thinking the major towns. When there is a law, there is always a means to enforce the law.
I guess most treat it like etiquette more than laws.

Larger cities will send the guard to deal with the magical persona non-grata, like they would for any other crime committed. If said troops arent enough to deal with the spellcaster doing nasty stuff, that's when PCs enter the stage. But yeah, my worlds dont have that many high level spellcasters, and even less with the lowly ambition to be a nuisance to a provincial town.

Again, its only illegal if you get caught!
 

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Haven't really considered the question. But in one of the jobs one of the mercenary crews did...

A hobgoblin woman from the Iron Kingdoms got the crew to help her. It seems her brother had become Prince of her city. This is done by combat, and he's always been a bit of a weakling who suddenly dominated in battle, killing their father. She hired the crew to prove her brother used something other than strength and skill, which would nullify his claim, or better to nullify whatever cheating he'd done so she could take him in a fair fight.

So, in the Iron Kingdoms, magic would seem to be restricted in... certain uses.

(The crew DID find and nullify his advantage, then join the fight when the brother called in minions to fight for him. Then they stood back and watched as the woman broke every bone in her bother's body. And THEN they stopped her from killing him by recommending she set all the bones wrong, and leave his crippled form as a warning to others who would cheat. Took me by surprised when they suggested that, but the woman agreed.)
 
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In the Holy Ravenite Empire, magic is technically banned unless you are an exception - but there's quite a few exceptions, including 'any church official' which is a large number of people. But they generally have fairly strict rules about how they can use magic, defined for their specific role.

My unnamed Confucian-based setting puts spellcasting in the civil service exam, but if you haven't passed the exam you're generally prohibited (with exceptions). The village healer probably won't get in trouble, but a traveling circus that uses magic would be shut down on general suspicions.

Which is how I view it in general: in most places I build there's usually a magic-using class that has blanket permission and people not in that class are technically barred but de facto it's more that using magic to commit crimes has a harsher punishment because your weren't supposed to be using magic at all in the first place. It's less about preventing magic use and more about ensuring that magic is controlled by the people in charge.
 

One of the main conceits of my world is: who gets to control knowledge?

Now that the dragons and their elves have returned to the world they have sent out Proctors to pull back the knowledge of magic from everyone who knows more than cantrips. In some cases they do so with kindness, but mostly they're the brutal enemy.
 

There's a few places in my where prior cataclysms or misuse of magic has ended in the outlawing of magic, usually enforced by a mob, sometimes by actual law enforcement. In the latter case, there is a metal that can be utilized by such individuals that absorbs/supresses magic, allowing them to face off against offending spellcasters.

At least one country has outlawed arcane magic, and the edic is enforced by divine casters (it also happens to be a Lawful Evil church...).

There's also a couple areas where there are issues with wild magic and magic use is frowned on due to capricious results that may occur from its use. If casters aren't taken care of by the populace, the effects of wild magic will usually do so.

Conversely, I've got a realm or two where you can't rise to middle class/nobility without the ability to use magic.
 

In my D23 world, there are some general laws about magic in the larger cities* (though they vary by country), and one "province" in the Old Empire is basically unofficially a theocracy, so they tend to frown on arcane/primal magic and actively discourage divine magic use by anyone but themselves.


* Mainly "For Entertainment Purposes Only" - i.e., no wizard duels, no setting stuff on fire, if you prank somebody it better wear off in a couple minutes, etc.... Using magic to commit a crime generally carries a stiffer penalty than the regular offense. Callously irresponsible use of magic like throwing a fireball into a crowd will likely get you vigilante justice by whomever survives long before the courts get you.
 

When I DM, many taverns and inns have the stereotypical "no weapons or magic allowed" kind of policies, and the practice of magic is restricted to few officials at the court of most nobles, but i never had a whole town or nation criminalizing magic outright.

Otherwise in most towns, blatant use of magic is not illegal but a bit equivalent to walking around with a flamethrower on your back; people around you aren't going to be very forthcoming unless they have good reasons to believe you're accountable for its use.

People don't like to think you can fry them at a whim, charm them into giving you a more-than-generous tip, or teleport away after you robbed them of their stuff. The fact that they haven't seen you cast any spells only rises suspicion once they know you are a capable spellcaster. But the more capable the authorities are at apprehending rogue spellcasters, the more relax the populace gets.
 
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In my worlds where magic is known, there aren’t many superaticions about it, and it’s as regulated as technology, sometimes less. My worlds are always built on the concept that magic is a series of skills that people can learn.

so killing someone with fire is the same crime whether you use chemicals or magic, and the firefighters might have water-gems that explode with dozens of gallons of water upon impact.

Which brings us to another point. Magic is better regulated in worlds where it’s better known. Water gems above a certain capacity could easily be used to drown a person in thier own house, and are restricted, just like magitech hovering vehicles, which take skill to operate safely, are just as restricted as automobiles IRL.

Types of magic are prohibited in certain places, like battle magic in schools, holy places, or government buildings, but I don’t think anywhere is a “no magic no exceptions” area.
 

In one narrow sense, it's prohibited everywhere. In another sense, it's not technically prohibited anywhere, but is effectively so in some places.

Necromancy is a BIG no-no to the two major belief systems of the Tarrakhuna (the Safiqi priesthood, which the majority of the population follows, and the Kahina, druids and shamans who revere the spirits of the land and the afterlife.) To the former, it is a sin against the Great Architect, denying souls their just reward (or punishment) in the afterlife. Even regular resurrection would be suspect, except that they have a doctrinal explanation: resurrections fail when the One decrees that a soul has truly moved on (at least, that's how they see it), so resurrecting someone and having it work properly means it wasn't truly their time yet.

For the Kahina, it's an issue of defying the natural cycle. Birth and growth produce new life. New life flourishes, and the world grows more complex. Then, death ends life, but seeds the world with raw material. That raw material feeds new growth, and the cycle continues. Undeath both breaks the cycle, and removes material from it--sometimes destructively, actually erasing material and energy that could have fed other, new growth.

As a result of the above, necromancy is very disliked by most religious folks in the region. It is possible to practice necromancy, but you've got to be real careful about exactly how you do it to avoid being branded a heretic and finding that nobody wants to spend any time with you. It's not AS bad as breaking the Bond of Salt...but it's pretty close.

That's the first sense. A narrow but universal ban--necromancy. The second sense is on magic-in-general, but it only applies in a narrow context: dealing with noble genies.

See, noble genies were forced, by social evolutionary pressure, to come up with rules and guidelines for their behavior, lest their squabbles escalate to the point that they tear one another apart. But since noble genies pop up at random from the general population...there's no way for one single hegemonic ruler to control everything. Thus, they're left with having to do the political dance, and they've become exceptionally good at it over the past several thousand years. One of the officially unwritten rules of genie politics is that you don't cast or use magic, except for great personal need or to aid your host, while you are visiting another's court. This rule applies both to actual noble genies and to their "servants" (which can mean actual servants/slaves, but also proxies and employees.) But being unwritten, there are edge cases.* For example, using an illusion to conceal an ugly scar. Any noble genie worthy of the title will be able to detect that you're using some kind of illusion. As long as you aren't completely concealing your identity, and declare that you have the magic (sort of like declaring stuff at customs IRL), then it won't really be seen as an issue. Trying to sneak magic in under the radar, however, can get you into BIG trouble, even if it's just a tiny illusion spell to change the color of your eyes or whatever.

The rules of Jinnistani politics are byzantine and border on blue-and-orange morality. But on this one topic, they're relatively understandable, if almost never directly explained to mortal visitors. If you aren't smart enough to figure out such rules on your own, nobles aren't going to teach you, and will oftentimes enjoy meting out punishments for slights they consider "obvious."

*Other edge cases include being hired specifically for your magical skills, or being graced with tutelage from a noble genie, but both of these ultimately fall under the aegis of "declared magic used in public/with express permission."
 

People don't like to think you can fry them at a whim, charm them into giving you a more-than-generous tip, or teleport away after you robbed them of their stuff. The fact that they haven't seen you cast any spells only rises suspicion once they know you are a capable spellcaster. But the more capable the authorities are at apprehending rogue spellcasters, the more relax the populace gets.
I tend to think more along the lines of the "Wild West" and how others might view a gunslinger in areas where adventurers are common. Those areas that have regulations might be more akin to Dodge City ("leave them with the Sheriff while in town"/peacebonded) or further East where carrying weapons/magic openly was frowned on or illegal.
 

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