There are three types of magic: arcane, divine, and nature.
Arcane creatures: any PHB spell that affects evil creatures or outsiders actually affects arcane creatures (dragons, fey, giants, gods, undead). The spells this affects include holy aura, holy smite, holy weapon, and holy word. Spells that specifically affect undead still only affect undead arcane creatures.
Bringing Back the Dead: this is possible only if the dead person's soul remains part of the Cycle of Arda. Any mortal person properly buried by someone with the Devout Belief feat or who had Devout Belief at the time of their death cannot be brought back: their soul has left the Cycle of Arda, either for heaven or nonexistence, depending on who you believe. Nature magic can speed a soul through the Cycle of Arda, even bring the soul back to its previous body if the caster is sufficiently attuned to the world and little time has passed. Arcane magic can break the Cycle of Arda and bring the soul back to its body, even remaking a nearly destroyed body over a century old in the process.
Caster Level: a multiclassed spellcaster adds +1 to their effective caster level for every 2 levels in other classes when determining their effective caster level. This bonus cannot exceed the spellcasting class level: any additional effective caster levels are ignored.
Concentration: it is difficult to cast spells with Somatic components while in armour the caster is not proficient with. The character must make a Concentration check (DC 15 + the level of the spell being cast) and apply the appropriate Armour Check Penalty to the check. This applies to casting all types of spell, and replaces Arcane Spell Failure.
Components: if a spell has a Material, Focus or Divine Focus component but the caster does not have the necessary items to hand, the component can be swapped for an XP Cost. The XP Cost to cast the spell is either spell level plus 1 or the GP cost of components divided by 12.5, whichever is greater, and this XP Cost stacks with any existing XP Cost for the spell. Because the caster is not fully prepared to cast the spell, it takes more time to cast: a 1-action spell takes a full-round action, and spells with longer casting times take an extra full-round action to cast.
Costs for Magic Items, Item Creation, Spells, and Spell Components: divide the listed GP cost by 12.5 to determine the cost in Shillings, or by 250 to determine the cost in Pounds.
Death Attacks: Death attacks usually (but not always) allow the victim a Fortitude save. If the save succeeds, the victim takes 1d6 damage, plus +1d6 for each spell level above 2nd: that is, 1d6 if a 1st or 2nd level spell, 2d6 if a 3rd level spell, 3d6 if a 4th level spell, and so on. If the save fails or the spell does not allow a saving throw, the victim takes 2d6 damage per caster level. Raise dead does not work on someone killed by a death attack, but resurrection does. Death ward protects a character from death attacks.
Dispelling: arcane and nature spells can never counter or dispel divine spells. The spells affected by this include antimagic field, desecrate, disjunction, dispel magic, greater dispel magic, and unhallow, as well as any spell used to counterspell a divine spell.
Healing: all three types of magic can heal or cause injuries, though divine magic is most suited for this purpose.
Other Planes: although both arcane and divine magic comes from outside Arda, there are no planes (astral, elemental, or outer) that can be visited by arcane or mortal creatures. Elementals reside in parts of Arda where there are concentrations of a particular element; arcane creatures reside across Arda. Ethereal travel is still possible.
Creating Undead: powerful Arcane magic can animate the bodies of anyone, mortal or arcane, who was not properly buried by someone with the Devout Belief feat or who did not have Devout Belief at the time of their death. Fortunately, this magic is used infrequently at best: the secrets of animating mummies seem to be known only to long-undead Kaikuhurans, and nearly all vampires are created by another vampire, not by pagan magic.
Inherent Characteristic Bonuses: very powerful arcane and divine spells (that is, wish and miracle) can grant an inherent bonus of up to +5 to a characteristic. The cost of an inherent bonus is determined by the following formula: the bonus squared x 5000 GP plus the bonus x 25000 GP (for the 5000 XP cost of casting each spell). An inherent bonus does not take up any space on a character's body.
| Bonus | Cost to Buy | Cost to Make |
| +1 | 30000 GP | 2500 GP + 5200 XP |
| +2 | 70000 GP | 10000 GP + 10800 XP |
| +3 | 120000 GP | 22500 GP + 16800 XP |
| +4 | 180000 GP | 40000 GP + 23200 XP |
| +5 | 250000 GP | 62500 GP + 30000 XP |