There are a few spells that are either too powerful or do not fit in the context of this world. As such they are mostly1 banned from play or modified to fit the world. They are listed below as well as the reasons.

Teleport

Teleport as a spell is far too powerful for this world. For many reasons, but the main one being that it invalidates a lot of the world building and lore that i have created for the characters to use. A perfect example of this is Eldon Arcanebridge whose sole purpose is to quicken the speed at which the characters are able to move around in the continent of Luminevia (Country).

A secondary reason is it prevents me from using time as an important plot device for quests. All in all I plan for characters to truly be explorers and visit entirely new places continually2. If a character can teleport with relative ease to any location they have visited before, They will be able to arrive in locations far quicker. This makes timelines for events relatively inert. I could have a time that the party needs to decide if they wanted to help group A or group B. If the party can teleport, in most circumstances the party could realistically do both.

That being said, you may use the teleport spell that has been homebrewed: Teleport

Remove Curse

Remove Curse as a spell seems relativity overpowered and makes the uniqueness of a cursed item moot. Cursed item in this world provide power or abilities for a price3, if anyone could just cast a single spell and the curse is gone, it removes the point of putting a curse on the object in the first place.

Footnotes

  1. There are some exceptions, such as items or powerful entities that can use them. Please feel free to reach out if you feel like there is an argument to be made for a spell, your situation/character, or any other reason.

  2. This is the general plan, not something that constantly happens.

  3. This is a general rule of thumb, however there are plenty of times where a cursed item is just overall bad.