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Basic Information

A magocracy is a form of government where users of magic - wizards, witches, warlocks and so forth - rule over those who don't (or can't) use magic. Perhaps the most powerful mage rules over others, or perhaps only the ability to use magic matters to qualify for government, instead of raw power.

This term could also, technically, be applied to various forms of autocracy where the autocrat happens to be a magician of some kind, especially if their magical abilities are the source of their political power.

See Also


Game and Story Use

  • As with an ethnocracy, a magocracy can be a regime that the PCs wish to overthrow. The magical powers of the ruling elite make this even more dangerous!
  • Consider how magic works in your campaign setting. If magical talent is inherited, society might resemble an aristocracy with powerful families of mages. But if it is a matter of knowledge and learning, elements of a Technocracy might creep in.
  • You might consider a semi-feudal state, with magicians replacing knights as the base tier and the service that is exchanged for land being magical rather than martial.
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