The Good, the Evil, and the Fear of Magic
How Fantasy Worlds Judge Power Beyond the Sword
Magic is one of the great contradictions of fantasy roleplaying games. It heals the wounded, saves kingdoms, and lights the way in the darkness—yet it also enslaves minds, raises the dead, and topples empires. Unlike a sword or bow, magic carries intent, implication, and consequence far beyond the moment it’s used.
So how does a fantasy world actually feel about magic?
The answer is rarely simple—and that complexity is a powerful storytelling tool for DMs and players alike.
Magic as a Social Force, Not Just a Tool
To most adventurers, magic is a list of spells and features. To the average farmer, merchant, or guard, magic is something else entirely:
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Unpredictable
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Poorly understood
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Terrifying when misused
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Revered when benevolent
In many settings, the general populace doesn’t divide magic cleanly into “arcane,” “divine,” or “primal.” Instead, they divide it into:
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Magic that helps us
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Magic that controls us
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Magic that violates what should stay sacred
This emotional response shapes laws, religion, culture, and how NPCs react to spellcasters—sometimes more than alignment ever could.
The “Good” of Magic: Protection, Healing, and Hope
Magic is often tolerated—or celebrated—when it fulfills visible, understandable roles.
Commonly Accepted Uses
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Healing magic (cure wounds, lesser restoration)
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Protective magic (bless, protection from evil, warding spells)
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Utility magic (create food and water, mending, light)
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Divine miracles associated with trusted faiths
To common folk, this magic feels earned. It:
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Saves lives
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Prevents suffering
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Reinforces social order or religious belief
A village priest raising someone from the brink of death is a miracle. A wizard burning a barn to “test a spell” is a menace.
The Fear of Control: Enchantment and Mind-Altering Magic
Few schools of magic inspire more dread than enchantment.
Why Mind Control Terrifies People
Spells like charm person, suggestion, and dominate person violate a core human fear:
“What if my thoughts aren’t my own?”
Even when used “harmlessly,” enchantment magic raises unsettling questions:
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Was that confession real?
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Did I agree to that deal freely?
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Are my memories trustworthy?
Public Perception
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Charm person may be seen as coercion or magical drugging
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Suggestion often equated to fraud or manipulation
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Dominate viewed as outright enslavement
In many worlds, enchantment magic is:
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Illegal without license
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Heavily regulated
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Punished more harshly than violent spells
A fireball kills bodies. Enchantment kills agency—and societies fear that far more.
Necromancy: Death, Desecration, and Necessary Evils
Necromancy occupies a unique moral gray (or black) zone.
Animate Dead: Practical Horror
From an adventurer’s view:
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Skeletons don’t get tired
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Zombies don’t complain
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Corpses are “just resources”
From a civilian’s view:
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Those were people
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Those bodies belong to families
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The dead deserve rest
Even if necromancy is efficient, it is often viewed as:
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Desecration
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Cultural or religious taboo
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A sign of moral rot
Raise Dead: A Divisive Miracle
Resurrection magic complicates things further.
Questions the populace might ask:
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Why them and not my child?
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Does death mean anything if the rich come back?
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Did the soul want to return?
In some cultures:
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Resurrection is sacred and rare
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Only permitted for chosen heroes
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Or seen as interfering with divine judgment
Necromancy isn’t just about spells—it’s about who decides when life and death are negotiable.
DM Tips: Making Magic Matter in Your World
1. Let NPCs React Authentically
Not every villager should react the same way to magic.
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Healers may be welcomed
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Enchanters watched closely
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Necromancers feared or hunted
Even subtle reactions—uneasy glances, hushed whispers—add weight.
2. Separate Law from Morality
Something can be:
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Legal but hated (court-sanctioned enchantment)
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Illegal but tolerated (battlefield necromancy)
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Sacred but restricted (resurrection)
This creates tension without railroading players.
3. Make Consequences Social, Not Just Mechanical
Instead of banning spells:
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Increase scrutiny
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Damage reputations
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Attract rival factions or inquisitors
Magic should solve problems—and create new ones.
Player Tips: Playing Magic with Intent
1. Know How Your Character Justifies Their Magic
Ask yourself:
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Why do I think this spell is acceptable?
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Who taught me this?
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What lines won’t I cross?
A necromancer who honors the dead feels different than one who treats corpses as tools.
2. Expect Reactions—and Lean Into Them
If your bard uses suggestion casually, expect distrust.
If your cleric raises the dead, expect gratitude and resentment.
That friction is roleplay gold.
3. Remember: Power Shapes Identity
Magic isn’t neutral in how others see you.
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You may be respected
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You may be feared
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You may be hunted or worshiped
Let that shape your character’s choices.
Final Thought: Magic Reveals Who We Are
In fantasy worlds, magic doesn’t just test what characters can do—it tests what they should do.
The most compelling settings aren’t the ones where magic is good or evil, but the ones where:
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Every spell has a story
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Every miracle has a cost
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And every act of power forces a choice
Because in the end, magic doesn’t corrupt people.
It reveals them.
Thanks for reading, Until Next Time, Stay Nerdy!!







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