Magic Changes

In the continuity of Thedas (The world), there is no teleportation of any kind.

It is also impossible to bring someone back from the dead. Raise Dead, Reincarnate, Resurrection, True Resurrection have been removed from the game.

Not a magic change, just a clarification- “Tapping into evil power is an evil act in and of itself, no matter what the effects or the reason for using the power might be.”

Spells that require blood as a material component are not effected by the feat Eschew Materials.

Removed Spells
All Teleportation of any kind.
Wind Walk


Breath of Life
School: Conjuration (healing)
Level: Cleric 5
Casting Time: 1 standard action
Components: V, S
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will negates (harmless) or Will half, see text;
Spell Resistance: yes (harmless) or yes, see text
This spell cures 5d8 points of damage + 1 point per caster level
(maximum +25).
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its total negative health, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its total negative health, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.

Creatures slain by death effects cannot be saved by breath of life.
Like cure spells, breath of life deals damage to undead creatures rather than curing them, and cannot bring them back to life.


School Conjuration (Healing)
Level: Cleric 5, Oracle 5, Witch 5, Bard 4
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

Revivify miraculously restores life to a recently deceased creature.
However, the spell must be cast within a number of rounds equal to the spellcaster’s primary spell casting attribute modifier of the victim’s death.
Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body.
This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells.
The creature is only restored to -1 hit points (but is stable).

Material Component: Diamonds or Lyrium worth at least 500 gp, plus an additional 500 for each full round that has elapsed since the target died (max rounds equal to casters’ primary spellcasting attribute.

Walking Bomb
School: Evocation (Acid), Necromancy
Level: Sorcerer/Wizard 3, Witch 3
Components: V, S, M (A drop of blood)
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes

The caster magically infuses the targets body with acidic energy dealing 1d6 acid damage per round. If the target dies while the effect is still active, it explodes in a 20-ft-.radius spread dealing 1d6 acid damage per level (maximum 10d6 Reflex Half) to every creature within the area.

Magic Changes

Pathfinder (Dragon Age Setting) alltair111 alltair111