Magic changes societies. This section provides clear, fast guidance for how communities respond when spells are cast openly or misused. It is designed to answer one of the most common high-impact questions in play:
“What happens if I cast a spell here?”
These rules assume a settled, populated region. Frontier areas are usually one tier more permissive; authoritarian states are often one tier harsher.
In **Solare**, magic is broadly understood but unevenly regulated. Most cities require permits for certain schools of magic, with necromancy almost universally frowned upon and illusion- and polymorph-style magic treated with suspicion due to their potential for deception.
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## Solare-Specific Magic Regulation
While the tolerance levels below apply broadly, the following regional norms are common across Solare:
- **Human Union (General):** Most cities require permits for regulated and restricted magic. Enforcement varies by city size and political climate.
- **Polaria:** Capital and largest city of the Human Union. Despite strict laws on paper, enforcement is pragmatic and bureaucratic. Permits are required for regulated and dangerous magic, but the scale of the city means minor violations are often overlooked unless harm, panic, or political embarrassment occurs.
- **[[Brensistria]]:** Second-largest city of the Human Union, located on the Northern Continent. More watchful than Polaria, but still relatively lenient compared to smaller cities. Enforcement focuses on fraud, enchantment abuse, and public safety rather than casual spellcasting.
- **Smaller Human Cities & Towns:** Often harsher than major cities. With fewer resources and greater fear of magical abuse, unlicensed spellcasting draws rapid attention. Local magistrates may strictly enforce kingdom law to assert control.
- **Villages:** Highly variable. Some villages ignore magic entirely unless it causes harm; others rigidly follow the laws of the kingdom or lord they belong to, especially if past magical disasters occurred.
- **Elven Cities:** Illusion and enchantment magic are tightly controlled due to cultural emphasis on truth, memory, and personal will. Necromancy is heavily restricted or banned.
- **Dwarven Holds:** Summoning and polymorph magic are viewed with deep suspicion. Structural, elemental, and craft-oriented magic is permitted; necromancy is forbidden.
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## Public Magic Tolerance Levels
Every settlement falls into one of the following categories.
|Tolerance Level|Description|
|---|---|
|Permissive|Magic is common, expected, and regulated lightly|
|Regulated|Magic is allowed but monitored or restricted|
|Restricted|Only licensed or sanctioned magic is legal|
|Prohibited|Public magic is illegal or treated as a threat|
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## Spell Visibility Categories
Not all magic draws the same attention.
|Visibility|Examples|
|---|---|
|Subtle|Prestidigitation, minor illusions, quiet enchantments|
|Obvious|Fire spells, conjurations, visible enchantments|
|Dangerous|Mind control, summoning, necromancy, mass effects|
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## Immediate Public Reaction
|Tolerance|Subtle|Obvious|Dangerous|
|---|---|---|---|
|Permissive|Ignored|Watched|Guards alerted|
|Regulated|Watched|Guards notified|Immediate response|
|Restricted|Questioned|Detainment|Armed response|
|Prohibited|Alarm|Armed response|Lethal force authorized|
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## Legal Consequences
|Severity|Typical Consequences|
|---|---|
|Minor|Warning, fine (5–20 gp)|
|Moderate|Confiscation of focus, license check, jail (1–3 days)|
|Serious|Heavy fines (50–200 gp), trial, banishment|
|Extreme|Execution, life imprisonment, or magical branding|
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## Commonly Regulated Spell Types
|Spell Category|Typical Restriction|
|---|---|
|Enchantment|Treated as assault or coercion|
|Necromancy|Illegal without state or religious sanction|
|Summoning|Restricted to licensed casters|
|Divination|Regulated near courts, temples, and nobility|
|Illusion|Legal unless used for fraud or deception|
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## Divine Magic (Clerics, Paladins, and Holy Casters)
Divine magic occupies a unique legal and social position in Solare. While widely respected, it is not exempt from law.
### General Attitudes
- Divine magic is often **trusted more than arcane magic**, but feared when tied to death, domination, or prophecy.
- Authority derives from **recognized faith**, not personal power.
- Temples are expected to **police their own**.
### Legal Treatment by Spell Type
|Divine Effect|Common Response|
|---|---|
|Healing & restoration|Freely permitted|
|Protective blessings|Permitted in public|
|Divine divination|Restricted near rulers and courts|
|Compulsion via divine means|Treated as enchantment crime|
|Divine necromancy|Heavily restricted or banned|
### Regional Norms in Solare
- **Human Union:** Divine casters are generally trusted if affiliated with a registered temple. Independent clerics may still require permits for divination or necromantic miracles.
- **Polaria:** Large temples operate with broad autonomy. Divine magic is rarely challenged unless it interferes with state matters.
- **[[Brensistria]]:** Divine casters are respected but watched. Prophecy and truth-magic near courts is tightly regulated.
- **Elven Cities:** Divine magic is tolerated only when aligned with cultural values of balance and will. Coercive miracles are taboo.
- **Dwarven Holds:** Divine magic is accepted when tied to ancestral or forge traditions. Death-related miracles are forbidden.
### Social Fallout
|Situation|Effect|
|---|---|
|Recognized priest|Deference, expectation of restraint|
|Unaffiliated divine caster|Suspicion, demand for proof of faith|
|Prophecy affecting leaders|Immediate scrutiny|
|Repeated violations|Temple sanctions or exile|
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## Licenses, Permits, and Sanctioned Magic
|Authorization|Typical Cost|
|---|---|
|Temporary casting permit|10 gp (1 day)|
|City mage license|50–200 gp|
|Noble or temple writ|Granted by patron|
|Military sanction|Restricted, rank-based|
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## Social Fallout
|Outcome|Effect|
|---|---|
|Known Spellcaster|Watched, respected, or feared|
|Unlicensed Caster|Distrust, refusal of service|
|Magical Incident|Increased patrols, curfews|
|Repeat Offender|Blacklisting or bounty|
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## DM Rule of Thumb
- Casting magic in public always has social weight
- Enchantment and necromancy escalate faster than damage spells
- Paying fines resolves legal issues, not reputation damage
- Silence and subtlety matter more than spell level
Use these guidelines to keep magic powerful without letting it bypass law, fear, or consequence.