Some restrictions have been placed upon spellcasting for this game. A few spells have been changed for various purposes. Some new types of magic exist, see New Magic for more information.

Allowed Spells: In general, any spell from any source is allowed so long as there is a consensus among players that it is a balanced addition to the game and it passed DM approval – our Spells by Pool page and subpages contain all the approved world spells so far. However, particularly unique spells may require a custom spell creation, as they may well be deemed unusual enough to be completely new to the world – new spells may be found on the Custom Spells and Specialized Conjurations pages. Additionally, some spells are not usable just because they exist. See Legendary, Trial, and Imbued spells below. Spells we’ve deemed need work or are otherwise unbalanced are listed on the Needs Work Spells and Banned Spells pages.

Legendary Spells: Legendary spells are often spells of legend or myth, learnable only by finding another who knows the spell to teach you or by finding a written scroll or something similar. Legendary spells must still be learned in the normal fashion, requiring proper pool knowledge and mana point dedication. Legendary spells may be inscribed only once by a person, after which the spell is lost and forever unusable to them. Once an inscribed legendary spell is learned by another, it disappears from whatever it was inscribed on. Legendary spells may only be imbued into items of Legendary power.

Legendary spells are often closely guarded secrets of kingdoms, ancient druidic sects, and the like. They are also the true treasure that most sorcerous treasure hunters seek.

Known legendary spells, or those supposed to exist, are: Commune, Create Demiplane, True Resurrection, Walker’s Sight, more in the works

Trial Spells: Trial spells are those that require some ritual, trial or quest to be undertaken before they can be learned. Trial spells are learned as the trial is undertaken, either through experience or vision, but still require pool knowledge and mana point dedication, though some are race-limited or race-exclusive. Trial spells may not be inscribed nor imbued into items.

Ritual spells are often a cultural heritage, passed on through the races, particularly the more tribal. However, many are mystically imbued into locations around the world, some well known, many not.

Known ritual spells, or those supposed to exist, are: Lava Axe, more in the works

Imbued Spells: Imbued spells are spells that, much like one would imbue into an item, is imbued into a person. A spell may be imbued for a number of reasons, from interaction with an item of Legendary power to happening into a swell of mystical energy. Stories tell of great warriors finding spells flashing through their minds after, or even during, key battles in history, some that have even turned the tide of wars. Imbued spells are mysterious, and many believe to be gifts from the gods. Imbued spells are automatically learned when imbued and do not require pool knowledge or mana point dedication. They are, however, limited only to the person who was “gifted” with them. Imbued spells may not be inscribed nor imbued into items. If a person is imbued with a spell but would be incapable of casting it, they may use it as a spell-like ability a number of times per day designated upon them learning it (typically between 1 to 3 times per day) with a caster level equal to three-quarters their hit dice.

There are numerous people with imbued spells across the land, and examples are endless. Some have been gifted with many, some only one, most none. They range the gamut in power, though they are universally more powerful, often in unique ways, than a spell of their given level would be.

Custom Spells: Custom spells are allowed, and some solid guidlines are available here, though creation will require resource and time investment that may vary greatly from spell to spell. For a custom spell to be allowed, it must be passed through a player consensus before beginning the creation process in-game. See Crafting New Spells and Custom Spells for more.

Multiple-Option Spells: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Unless otherwise noted in the spell, the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts. (This is actually a core pathfinder rule, reproduced here simply because it’s come up in conversation on occasion.)

Healing: Healing spells and other magically curative effects fail to function on creatures below zero hit points, with the exception of Crafters, similarly powerful creatures, and their descendants. Some particularly strong mundane curative effects are useful on other creatures when below zero hit points (noted in their effect), but after a certain point even the strongest healing fails. A GM may decide to allow a creature to live for a short time below lethal hit points, but all curative effects, magical or non-magical, fail past this point, and a creature in such a condition typically may not take any actions (perhaps other than to speak).

Resurrection: Spells that return life to the dead only function on Crafters, similarly powerful creatures, and their descendants. However, the legendary spell True Resurrection is capable of working on anyone. Resurrection spells now require an equal amount of pure diamonds, blue diamonds, and red diamonds for their required material component. The cost remains the same, however..

Planar Travel: Many changes have been made to planar travel spells. Notably, the Planar Fork required for plane shift becomes a new component required for Gate and all other planar travel spells, and these items are no longer trivial items provided by a component pouch. Purchasing an attuned fork is often difficult and expensive, and many casters resort to making their own attuned forks in a moderately involved ritual after traveling to the appropriate Planes, if they feel the need to be able traverse these Planes. However, neither plane shift nor gate nor any other Plane traveling spell require an attuned fork to reach either Limbo or The Shadow Lands.

Alignment Detection: Spells that detect alignments function as-normal, unless cast by certain classes. Paladins, for instance, are able to sense much more than just the evil in someone’s soul with Detect Evil. Paladins are able to see residue left over from evil acts and even garner some aid to determine whether evil intention was behind an act, often allowing a paladin to see evil budding in an otherwise good person and help redirect that person’s path. Similarly, Inquisitors are able to use Detection spells to aid them in determining the true intention behind an act, often used to detect early dissent with kingdoms or churches or to help correct someone on a wayward path. Wild mages are able to use Detect Chaos to find areas of wild magic, determine the strength of them, and even gain insight into their origins and what might be able to fix them.


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