D&D General Crime and Punishment in a Less Magical World

James Gasik

Pandion Knight
Supporter
Ok, you've decided there's not a lot of magic users in your campaign setting. You let players cast spells, because, well, if you didn't, there'd only be three classes, and you'd have to solve that pesky hit point and status ailment recovery problem for Barbarians and Rogues.

To ramp up things, you say most people are a tad superstitious and suspicious of them finger wigglers, not enough to get burned at the stake for casting Cure Wounds, but enough to get the point across.

You play for a bit, and a caster decides to blatantly commit crimes and use magic to escape the consequences. Maybe they assume another identity. Frame someone by taking on their form. Dominate magistrates, teleport to another continent, create simulacrums to do face consequences while you go free, kill people invisibly and without evidence, use divination spells to learn state secrets and sell them, wild shape into a mouse and become the world's most feared assassin, abuse invisibility- etc., etc..

How do governments catch and punish magical criminals if they do not have access to magic themselves?
 

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Tales and Chronicles

Jewel of the North, formerly know as vincegetorix
Well, spells require specific stuff to work. In a low-magic setting, those mages have to quest and search pretty hard to acquire the material for their spells; no magic component shops.

So, to catch them, you do the same thing you'd do in real life: you set a trap. False sellers and rumors of a trove of scrolls to lure your criminals out.

Once you get them, you just have to remove their ability to spellcast: you sew their lips, eyes lids and fingers to their palm. Think the Sarebaas of Dragon Age.
 

Fanaelialae

Legend
It depends on the setting.

Are magic users relegated to myths and legends? Then there's a decent possibility that they'll get away with it.

Are magic users known but rare? Then there's a decent chance that there would be at least one magic user affiliated or in the employ of the kingdom. Working for a kingdom would likely afford a magic user opportunities that they'd have to work much harder for without government support.

If that's not the case, you might have non-magic-users who are specialized in dealing with magic users. You could have mage hunters who have no ability to cast spells, but were born with a talent for smelling magic, and then trained in combat techniques and tactics for dealing with magic users. You could have oracles or fortune tellers who have the gift, and can truly divine the identity of the magic user despite not being able to cast spells. You could have animals that are bred and raised to track down and kill mages, sort of like an anti-magic police dog. You could have alchemists in the employ of the government who can use their skills to detect and oppose mages. You might even have folk charms that, despite not being explicitly magical, ward against magic (the druid assassin cannot wildshape inside the castle because it's smudged with wolfsbane once a week, and everyone knows that druids can't wildshape in the presence of burnt wolfsbane).
 

Shiroiken

Legend
Capturing magic users can be tricky, but hiring mercenary adventurers is a good way of doing it (plus an adventure trope). Once defeated, the easiest way to keep them is to blindfold and gag them, with hands bound. This takes away V, S, and M components, plus very few spells can be used without seeing the target location. Additionally, they require a vigilant guard to make sure everything stays in place, ready to execute them if necessary.
 


Mad_Jack

Legend
Chances are that any large kingdom is going to have its own state-sponsored mages and/or clerics (perhaps covertly) even if magic is uncommon and isn't popular* (unless there's a serious social taboo against magic), and although most D&D campaigns don't think about it too hard, in a world full of spellcasters there are probably additional or stiffer legal penalties for committing a crime using magic vs. without it. Particularly if mage-crime is either vanishingly rare (any serious case will set up a call for a legal precedent) or increasingly common.

In Jennifer Robeson's Tiger and Del book series, about a pair of highly-skilled swordsmen, one of the characters is captured by an old enemy and is punished by having the little finger on each of their hands removed so that they're no longer able to wield a sword as effectively.
The simplest way to deter mage-crime is to rule that, in your world, the loss of a couple fingers (perhaps one or two on each hand) and/or slitting the tongue so that the person is unable to speak clearly is enough to prevent someone from casting spells, and so that is the legal punishment for serious mage-crimes**. People convicted of mage-crimes are thus easily recognized.
On a world-building note, there may well be a fair number of folks who've ended up suffering that punishment unfairly at the hands of mob justice despite not actually being spellcasters.


*Diviners and abjurers and anyone else specialized in protection or detection spells will be popular recruits for government jobs or to protect wealthy clients. Illusionists and enchanters will find work as spies.
**Less serious offences might involve broken fingers and a temporary wound to the tongue to remove spellcasting for a certain amount of time until the damage is healed, or perhaps when the person has served their time the damage is healed.
 
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You play for a bit, and a caster decides to blatantly commit crimes and use magic to escape the consequences. Maybe they assume another identity. Frame someone by taking on their form. Dominate magistrates, teleport to another continent, create simulacrums to do face consequences while you go free, kill people invisibly and without evidence, use divination spells to learn state secrets and sell them, wild shape into a mouse and become the world's most feared assassin, abuse invisibility- etc., etc.
That is a very good definition of a Vilain that would fit many universe.
How do governments catch and punish magical criminals if they do not have access to magic themselves?
So the basic answer is “it is a job for Superman!”.
 

Mages have Alarm and Leomund's Impossible to Sneak Into Battle Hut, so what was that about assassins again?
There are plenty of ways around both of those. Google it if you don't believe me. There have been numerous threads on ENW alone on how to do it.

edit: But look, if you want the magic user to be a super god in your world go for it. Not going to be much fun for a lot of people to play in, but if it's what you want at your table, do it.
 

James Gasik

Pandion Knight
Supporter
There are plenty of ways around both of those. Google it if you don't believe me. There have been numerous threads on ENW alone on how to do it.

edit: But look, if you want the magic user to be a super god in your world go for it. Not going to be much fun for a lot of people to play in, but if it's what you want at your table, do it.
That's not the point; I don't want a magic user to take over the world, lol. But I'm seeing potential scenarios where even a tier 2 spellcaster can cause all kinds of havoc, and only other spellcasters could do anything about it, making me think a world with few casters really can't work.

Like I said in the first post, a low level spell lets you conceal your identity so that just tying you to a magic crime in the first place would take very high level divinations.
 

How do governments catch and punish magical criminals if they do not have access to magic themselves?
If your set on the low magic setting, and you let the spellcasters get normal "demi god like power" magic, there is nothing much a government can do.

If you do want to add something, you could add say a Ghost Constable or something like that to catch spellcasters.
 

aco175

Legend
Casters would need to control themselves or else the government will need to step in and do it for them. There would be some sort of restraint like thieves in the world. The local mage society would need to come down upon the renegade mage to keep the nobles from killing everyone. Same thing the thieves do. People might tolerate some activity, but at some pint, it gets out of hand and it becomes bad for business and you are Joe Pesci in the scene with the aluminum bat.
 

That's not the point; I don't want a magic user to take over the world, lol. But I'm seeing potential scenarios where even a tier 2 spellcaster can cause all kinds of havoc, and only other spellcasters could do anything about it, making me think a world with few casters really can't work.

Like I said in the first post, a low level spell lets you conceal your identity so that just tying you to a magic crime in the first place would take very high level divinations.
And you're missing my point. RAW their are plenty of non-magical ways to limit the godliness of a caster. But if you don't want to limit the caster than sure, a low-level caster can get away with anything, but that's not RAW and it requires the DM to make rulings in such a way to allow it to happen.

I've played low-magic, and it did not turn out the way you are fearing it would. But that's because the DM didn't want it to. Neither did the players.
 

cbwjm

Legend
Send in the witch hunters, warriors and rogues who are specialised at killing casters, or inquisitors if it is the church chasing them down.

Casters have to be careful of mobs, they'll chase them down and cast them out if they aren't careful, or outright killing them.
 


Tonguez

A suffusion of yellow
Youre now playing in a world of Superheroes, so you get your Lady Amanda Wallers or Colonel Nicholas Furys involved or possibly some Dark Knight develops his own contingency plans
 

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