For those interested in knowing as players some of what those characters with Knowledge (spirits) know, here is some information on how things work in the Spirit World...
Mostly the Spirit World is as described on p. 206 of O.A. -- hells and heavens, the Celestial Court, and so on may be found there, etc. Time does not pass in terms of aging, hunger, thirst, etc. -- even though days and nights do pass by. And divine magic is indeed more powerful, automatically being Empowered (all variable numeric effects being increased by 50%) and Extended (durations doubled for spells with normal durations).
However, in Drakara, the Spirit World has other traits as well. The main thing is that because everything is so intense -- colors are brighter, details are sharper, and everything is more itself as it were -- things are less predictable when it commes to chances of success. In essence, it is not possible to "Take 10" in the spirit world, and there are a couple of other ramifications. (Note -- 'creature' as used below includes all characters, NPCs, monsters (whether native or not), and so on.)
So first, skills are impacted as noted -- a creature cannot "Take 10" when using a skill, because, essentially, the very environment can be considered a distraction.
Second, in combat, a creature does not have a static defense good for the entire round based on what they are doing. Instead, every time a creature is attacked, it makes a defense roll -- (d20 + (normal AC -10)) is the creature's AC against that particular attack. Essentially, consider a character in the material world to be doing a "Take 10" for AC, which is why AC is 10 + modifiers. In the Spirit World, the d20 roll replaces the 10. Other modifiers apply normally, so you still get +2 for flanking, +2 for charging, and so on -- but the intensity of the environment may distract a target at one moment (low roll on the d20), while against the next attack the creature's heightened senses (high roll on the d20) allow it to duck a very good swing!
Thirdly, when casting a spell, a creature does not have a static DC for saves against its spells. Instead, every time a creature casts a spell the creature makes a spell roll -- (d20 + (normal DC - 10)) is the DC for all saves against that particular casting of that spell. Essentially, consider a character in the material world to be doing a "Take 10" for the spell DC, which is why the spell DC is 10 + modifiers. In the Spirit World, the d20 roll replaces the 10. The creature may have trouble tapping into the flow of magic (low roll on the d20) and end up with a weak spell that is easily resisted, or may manage to tap into a powerful flow of magical energy (high roll on the d20) which even powerful targets may have trouble resisting.
SO there you have it -- life in the Spirit World may be ageless, but it isn't boring! Encounters in the Spirit World may well take longer to resolve -- especially combat -- but this makes it more of a place where anything can happen...and nothing is certain. A creature CAN still "Take 20", as long as there is enough time available to spend...and in the Spirit World, there is ALWAYS enough time, IF you are not concerned with how long you may be away from the material world...where time does pass...