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Lost & Forbiden Spells

Overview

Throughout history, magic has reached heights both wondrous and terrifying. Some spells, once known to ancient empires or long-dead demi gods, have vanished from modern arcane knowledge—lost to the ravages of war, time, or deliberate erasure. Others remain known but are kept under lock and key, forbidden by powerful factions who fear their use would unmake the world.

Lost Spells

These spells were once part of arcane traditions long since extinguished. Their names may still echo through dusty grimoires or whispered in dreams by mad prophets. While they cannot be cast today, fragments of them remain—etched in forgotten temples, buried in ruined cities, or kept in the minds of beings who remember what mortals have forgotten.

Wish

The most powerful spell ever known, Wish could reshape reality itself with a single utterance. It was lost when the genies vanished from the world, taking their ancient knowledge with them. Many have sought the hidden places where the genies once walked, hoping to be granted a wish—but none have returned.

Clone

A lost spell once used to grant a form of immortality by growing a perfect copy of the caster’s body. Magical institutions that still remember it agree that such power encourages unchecked ambition and dangerous accumulation of magical strength. It is no longer taught, and the spell has faded into obscurity—though remnants of its knowledge may linger in ancient tombs where the undying once lay.

   

Demiplane

This spell once allowed mages to craft hidden spaces between realities, unreachable by normal means. It is now lost, along with much of the knowledge surrounding planar magic. With interplanar travel being extremely difficult, only the most powerful spellcasters still possess fragments of this lore—and they guard it jealously.

 

Shapechange

The ultimate transformation spell, Shapechange allowed a caster to become nearly any creature, assuming both form and power. It has been largely forgotten, its complexities lost to time and disuse. Only the oldest and most reclusive druidic circles are believed to still hold fragments of its wisdom.
 

Astral Projection

This spell allowed the caster to separate their soul from their body and travel the planes in spirit form. It was lost over time, as the dangers of the spell became too great—many who attempted it never returned, their bodies left vacant or worse. Few mages dare to attempt it now, as the risks of being lost in the Astral Plane are too high.

Plane Shift

Once a staple of planar travel, Plane Shift allowed the caster to travel between planes by attuning a special fork to the desired destination. It was lost when planar travel became nearly impossible, and the unique forks required for the spell became incredibly rare and difficult to find. Without access to these attuned artifacts, the spell remains beyond reach.  

Gate

This powerful spell allowed the caster to open a portal to another plane, summoning beings or objects across vast distances. It was lost with the fall of the Kang-Zao civilization during the 2nd Convergence, a catastrophic event that shattered their empire. It is speculated that the Kang-Zao used this spell to create the Planar Gates that once connected their world to others.

Forbidden Spells

The spells below are not lost—they are locked away. Each is maintained under strict watch by powerful magical or religious institutions. These spells were deemed too dangerous, too unstable, or too morally repugnant to be left in circulation. Those who seek them must face not only ancient defenses, but the wrath of the organizations that guard them.

Power Word Kill

A forbidden spell that allows the caster to slay a creature with a single word. It is banned by all magical institutions due to its sheer destructive power and its ability to bypass all forms of resistance. Any practitioner caught attempting to use it is met with severe punishment, as its misuse can have devastating consequences.

Time Stop

Time Stop halts the flow of time for all but the caster, allowing them to act while the world stands still. It is a forbidden spell, outlawed for its destabilizing effects on the fabric of time itself. The monks of the Ordo Temperal guard what remains of its knowledge in silent sanctuaries, allowing none but their own to study its secrets.

 

Simulacrum

A forbidden spell capable of creating an identical copy of a creature made from snow and shadow. Though widely known among the upper echelons of arcane study, all major magical institutions agree it must remain tightly regulated. Its use is restricted to sanctioned mages under institutional oversight, and the spell is kept securely within academy vaults and council chambers.

True Polymorph

A forbidden spell that allows the caster to permanently transform a creature into another form, even assuming the abilities of the new shape. It is incredibly difficult to perform and prone to catastrophic failure, leading to monstrous or irreversible transformations. As such, it is forbidden by arcane councils to prevent it from being used recklessly or maliciously.

Mass Polymorph

This spell allows the caster to transform multiple creatures at once, changing them into any form they desire. It is a forbidden spell due to its overwhelming potential to disrupt entire societies and ecosystems. The sheer scale of its power has led to its banishment, and only a few ancient sorcerers know the ritual to cast it.

 

Soul Cage

This forbidden necromantic spell traps the soul of a dying creature, binding it to a cage of magic for the caster’s use. It, along with many other necromantic spells, is considered unnatural and banned due to its violation of the natural cycle of life and death. Despite its prohibition, rumors persist of mages using the spell behind closed doors to exploit the power of trapped souls.

Teleport

Though not forbidden, Teleport is heavily regulated by most kingdoms for political and security reasons. Its ability to instantly move individuals across vast distances makes it a valuable tool for espionage, assassination, and quick escapes. As a result, only trusted individuals are typically allowed to use it, with oversight from the ruling powers.

 

Teleportation Circle

Similar to Teleport, Teleportation Circle creates a permanent gateway between two locations. Its widespread use would pose a significant risk to national security, allowing anyone to bypass borders and defenses. As such, it is tightly controlled by governments and arcane guilds, with only high-ranking individuals allowed access to the knowledge.

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