GM Appendix 4: Magic in the Sealed Lands

Although the Godswall has fallen, the magical effects of the Sealing, having existed for one thousand years, still have effect in the Sealed Lands. As such, the following rules apply:

Detection Magic

Detect evil and similar spells are effectively useless in the Sealed Lands. The Infernals have been dwelling here for over a thousand years, and the very ground itself is steeped in their vile energies. This causes most areas of the Sealed Lands, except perhaps the Citadel of the Celestial Giants and a few select cities, such as Bastion, to radiate overwhelming evil. This aura is strong enough that a caster of detect evil is stunned for 1 round regardless of his caster level.

Summoning Magic

As part of its divine nature, the Godswall prevents any of the Infernals trapped within from returning to their home plane. The same effect also keeps any new beings from being summoned into the affected area, which prevents the Infernals from summoning reinforcements from their home planes. Because of the limitations on planar travel (see below), the fiends also cannot summon their fellows from other parts of the Sealed Lands to their aid, except by old-fashioned methods like sending a message or yelling for help. As a result, the summon demon and summon devil abilities possessed by many Infernals do not function within the Sealed Lands.

Planar Magic

The same effect that keeps creatures from being summoned into or out of the Sealed Lands also prevents any form of planar travel, including etherealness, teleportation, and any other spells which involve accessing or passing through other planes or extradimensional spaces. This also means that magic items that make use of such spaces, such as bags of holding or handy haversacks, will not function within the Sealed Lands. If such an object is somehow brought into the Sealed Lands, anything placed into it beforehand will be inaccessible until the container is taken out of the Sealed Lands again. The container will function as a normal sack, backpack, quiver, etc. while within the Sealed Lands. However, anything stored in it in this fashion will be lost forever once the extradimensional space inside the container is accessible once more.

Spells Affected

As a result of the changes described above, the following spells (and any spell-like abilities, psionics, or magic items which mimic their functions) do not work in the Sealed Lands. All lesser, greater and mass versions of these spells and powers are also affected.

Astral Caravan
Astral Construct
Astral Projection
Astral Seed
Astral Traveller
Baleful Teleport
Banishment
Banishment, Psionic
Blasphemy
Blink
Call Weaponry
Commune
Contact Other
Creeping Doom
Decerebrate
Dictum
Dimension Door
Dimension Door, Psionic
Dimension Swap
Dismissal
Dismissal, Psionic
Dismiss Ectoplasm
Dispel Chaos
Dispel Evil
Dispel Good
Dispel Law
Dissipating Touch
Divert Teleport
Dream Travel
Duodimensional Claw
Ectoplasmic Cocoon
Ectoplasmic Shambler
Elemental Swarm
Energy Wall
Entangling Ectoplasm
Ethereal Jaunt
Ethereal Jaunt, Psionic
Etherealness
Etherealness, Psionic
Faithful Hound
Gaze
Genesis
Hail of Crystals
Hold the Spirit
Holy Word
Insect Plague
Instant Summons
Knowledge of the Elders
Magnificent Mansion
Maze
Mount
Not Where You Think
Phase Door
Phase Door, Psionic
Planar Ally
Planar Binding
Plane Shift
Presence of the Master-Smiths
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Project Image
Quintessence
Refuge
Retrieve
Rope Trick
Secret Chest
Shades
Shadow Conjuration
Shadow Evocation
Shadow Stride
Shadow Walk
Shambler
Simulacrum
Storm of Vengeance
Summon Instrument
Summon Monster (I – IX)
Summon Nature’s Ally (I – IX)
Summon Spirit Warrior
Summon Swarm
Summon Thy Own
Summon Tome
Teleport
Teleport, Greater
Teleport, Psionic
Teleportation Circle
Teleportation Circle, Psionic
Teleport Trigger
Temporal Acceleration
Time Stop
Time Regression
Transport Via Plants
Trap the Soul