Secrets of Shadow Channeler Spell List This spell list combines all of the material on arcane spells thus far published for the MIDNIGHT campaign setting, pro- viding notes on variant rules and new spells where appropriate. Some spells, notably a series of support spells from Sorcery and Shadow, have been left out, as they now overlap with the abilities of charismatic channelers. Most of the spells below are drawn from the bard, druid, and sorcerer/wizard spell lists in the SRD. Where a spell exists on both the sorcerer/wizard spell list and one of the other two, its spell level on the sorcerer/wizard spell list takes precedence. For the sake of balance and the PCs survival, the cure and restoration spell chains are included on the channel- er spell list at the same level as on the cleric spell list. * New spell or a spell with variant rules in MIDNIGHT, and as such are described in this document. M Spell described in M2E. S Spell described in Sorcery and Shadow. Remove Curse 8th-Level Spells Abjuration Conjuration, Repel Vermin Planar Binding, Greater 0-Level Spells Greater Stoneskin Summon Monster VIII Resistance 0-Level Spells Summon Nature s Ally VIII 5th-Level Spells Trap the Soul Summon Instrument 1st-Level Spells Arcane InterferenceS Alarm Atonement* 9th-Level Spells 1st-Level Spells Endure Elements Break Enchantment Elemental Swarm Mount Hold Portal Dismissal* Gate Summon Monster I Hide from Animals Magic Circle Against Shadow Storm of Vengeance Summon Nature s Ally I Protection from Private Sanctum Summon Monster IX Chaos/Evil/Good/Law Summon Nature s Ally IX 2nd-Level Spells 6th-Level Spells Remove Fear Summon Monster II Shield Antilife Shell Conjuration, Lesser Summon Nature s Ally II Undetectable Alignment Antimagic Field 0-Level Spells Summon Swarm Dispel Magic, Greater 2nd-Level Spells Globe of Invulnerability Create Water 3rd-Level Spells Arcane Lock Guards and Wards Cure Minor Wounds Summon Monster III Fell ForbiddanceS Repulsion Ray of Frost Summon Nature s Ally III Fey HearthS 7th-Level Spells 1st-Level Spells Obscure Object 4th-Level Spells PacifyS Banishment* Cure Light Wounds Protection from Arrows Summon Monster IV Sequester Grease Resist Energy Summon Nature s Ally IV Spell Turning Mage Armor Obscuring Mist 3rd-Level Spells 5th-Level Spells 8th-Level Spells Peasant s RestS Arcane ImpotenceS Insect Plague Unseen Servant Mind Blank Dispel Magic Leomund s Secret Chest Prismatic Wall* 2nd-Level Spells Explosive Runes Planar Binding, Lesser Protection from Spells Magic Circle Against Summon Monster V Repel Metal or Stone Acid Arrow Chaos/Evil/Good/Law Summon Nature s Ally V Cure Moderate Wounds 9th-Level Spells Nondetection Delay Poison 6th-Level Spells Protection from Energy Fey FireS Freedom Willful StandS Planar Binding Fog Cloud Imprisonment Summon Monster VI Glitterdust Disjunction 4th-Level Spells Summon Nature s Ally VI Restoration, Lesser Prismatic Sphere* Antiplant Shell WeatherS 7th-Level Spells Dimensional Anchor Web Fire Trap Creeping Doom 3rd-Level Spells Freedom of Movement Summon Monster VII Globe of Invulnerability, Summon Nature s Ally VII Cure Serious Wounds Lesser Neutralize Poison 1 Channeler Spell List Remove Disease Detect Snares and Pits 7th-Level Spells Enchantment Phantom Steed Detect Undead Hold Person, Mass 0-Level Spells Questing BirdS Far WhisperM Insanity Sepia Snake Sigil Identify Daze Power Word Blind Silver WindM Know the NameS Lullaby Symbol of Stunning Sleet Storm Speak with Animals 1st-Level Spells Stinking Cloud True Strike 8th-Level Spells Assist* Antipathy 4th-Level Spells 2nd-Level Spells Calm Animals Binding Black Tentacles Detect Chaos/Evil/Good/Law Charm Animal Charm Monster, Mass Cure Critical Wounds Detect Thoughts Charm Person Demand Minor Creation Locate Object Hypnotism Irresistible Dance Restoration MemorialS InspirationS Power Word Stun Secure Shelter Scryer s Magic Joyful SpeechS Symbol of Insanity Solid Fog See Invisibility Lesser Confusion Sympathy Sleep 5th-Level Spells 3rd-Level Spells Woeful SpeechS 9th-Level Spells Cloudkill Arcane Sight Dominate Monster 2nd-Level Spells Cure Light Wounds, Mass Clairaudience/Clairvoyance Hold Monster, Mass Major Creation Speak with Plants Animal Messenger Power Word Kill Faithful Hound Tongues Animal Trance Wall of Stone Daze Monster Evocation, Greater 4th-Level Spells Wall of Thorns Hideous Laughter 1st-Level Spells Hold Animal Arcane Eye 6th-Level Spells Touch of Idiocy Detect Scrying Burning Hands Withering SpeechS Acid Fog Locate Creature Magic Missile Cure Moderate Wounds, Mass Scrying Floating Disk 3rd-Level Spells Fire Seeds Produce Flame 5th-Level Spells Heroes Feast Deep Slumber Shocking Grasp Questing Bird, GreaterS Commune with Nature Dominate Animal 2nd-Level Spells Wall of Iron Good Hope Contact Other Plane* Heroism Prying Eyes Bleed PowerS 7th-Level Spells Hold Person Telepathic Bond Flame Blade Rage Cure Serious Wounds, Mass Flaming Sphere 6th-Level Spells Suggestion Heal Gust of Wind Regeneration Scorching Ray Analyze Dweomer 4th-Level Spells Restoration, Greater Find the Path 3rd-Level Spells Charm Monster Legend Lore 8th-Level Spells Confusion Stone Tell Call Lightning Crushing Despair Cure Critical Wounds, Mass True Seeing Fireball Geas, Lesser Incediary Cloud Gust of Wind 7th-Level Spells Modify Memory Lightning Bolt 9th-Level Spells Zone of Silence Tiny Hut Arcane Sight, Greater Wind Wall Regenerate Scrying, Greater 5th-Level Spells Shambler Vision 4th-Level Spells Dominate Person 8th-Level Spells Feeblemind Flame Strike Divination Hold Monster Fire Shield Discern Location 0-Level Spells Mind Fog Ice Storm Moment of Prescience Detect Magic Song of Discord Resilent Sphere Prying Eyes, Greater Detect Poison Symbol of Sleep Wall of Fire Guidance 9th-Level Spells Wall of Ice 6th-Level Spells Know Direction Foresight Read Magic 5th-Level Spells Geas/Quest Heroism, Greater Call Lightning Storm 1st-Level Spells Suggestion, Mass Cone of Cold Comprehend Languages Symbol of Persuasion Hallow Detect Animals or Plants Interposing Hand Detect AstiraxM Unhallow Detect Secret Doors Wall of Force 2 Channeler Spell List 6th-Level Spells 8th-Level Spells 7th-level Spells Eyebite Symbol of Fear Chain Lightning Shout, Greater Invisibility, Mass Undeath to Death Forceful Hand Sunburst Project Image Freezing Sphere Shadow Conjuration, Greater 7th-level Spells Simulacrum Illusion 7th-Level Spells Control Undead 0-Level Spells 8th-level Spells Finger of Death Delayed Blast Fireball Ghost Sound Symbol of Weakness Firestorm Scintillating Patern Waves of Exhaustion Forcecage Screen 1st-level Spells Grasping Hand Shadow Evocation, Greater 8th-level Spells Color Spray Sword Disguise Self 9th-level Spells Clone 8th-Level Spells Disguise WeaponM Create Greater Undead Shades Magic Aura Finger of Death Clenched Fist Weird Magic Mouth Horrid Wilting Earthquake Silent Image Symbol of Death Polar Ray Necromancy Ventriloquism Telekinetic Sphere 0-Level Spells 9th-level Spells Whirlwind 2nd-level Spells Disrupt Undead Astral Projection 9th-Level Spells Blur Touch of Fatigue Energy Drain Disguise AllyM Soul Bind Crushing Hand 1st-level Spells GreenshieldM Wail of the Banshee Meteor Swarm Hypnotic Pattern Cause Fear Invisibility Chill Touch Transmutation Evocation, Lesser Trap Ray of Enfeeblement 0-Level Spells 0-Level Spells Magic Mouth Mage Hand 2nd-level Spells Minor Image Dancing Lights Mending Mirror Image Flare Blindness/Deafness Message Misdirection Light Command Undead Open/Close Silence False Life Virtue 1st-Level Spells Ghoul Touch 3rd-level Spells Channel Might* Scare 1st-level Spells Displacement Faerie Fire Spectral Hand Animate Rope Illusory Script Burial* 2nd-Level Spells 3rd-level Spells Invisibility Sphere Enlarge Person Major Image Continual Flame Contagion Entangle Darkness Gentle Repose 4th-level Spells Erase Shatter Halt Undead Expeditious Retreat Hallucinatory Terrain Sound Burst Poison Feather Fall Illusory Wall Ray of Exhaustion Goodberry 3rd-Level Spells Invisibility, Greater Vampiric Touch Jump Phantsmal Killer Daylight Lie* 4th-level Spells Rainbow Pattern Magic Fang 4th-Level Spells Shadow Conjuration Animate Dead Magic Stone Bestow Curse Bestow Spell* Magic Weapon 5th-level Spells Blight Shout Pass Without Trace Dream Enervation Phantom Edge* 5th-Level Spells False Vision Fear Reduce Person Mirage Arcana Sending Shillelagh 5th-level Spells Nightmare Spider Climb 6th-Level Spells Persistent Image Death Ward Stone SoupM Seeming Magic Jar Contingency Shadow Evocation Nexus FuelM Sympathetic Vibration 2nd-level Spells Symbol of Pain Alter Self 6th-level Spells 7th-Level Spells Waves of Fatigue Barkskin Mislead Prismatic Spray* Bear s Endurance 6th-level Spells Permanent Image Sunbeam Bull s Strength Programmed Image Circle of Death Cat s Grace Veil Create Undead Chill Metal 3 Channeler Spell List Confer Power* 5th-level Spells Note 1: Shadow Spells Darkvision Animal Growth Given that Aryth is sealed off from the Plane of Shadow, Eagle s Splendor Awaken spells cannot use material from that plane. Spells with the Fox s Cunning Baleful Polymorph shadow descriptor are instead powered by some unex- Heat Metal Control Winds Knock plained aspect of the spirit realm. Some claim that these Fabricate Levitate spells use the essences of the Eternal, those near-mindless Overland Flight LifetrapM and near-godlike spirits that usually slumber uncaring in the Passwall Nature s RevelationM Telekinesis spirit realm. Others, pointing to the necromantic leanings of Owl s Wisdom Transmute Mud to Rock shadow spells, theorize that the spells are powered by the Pyrotechincs Transmute Rock to Mud remains of Trapped spirits that have discorporated but have Reduce Animal not yet joined the Eternal. Silver BloodM 6th-level Spells Note 2: Universal Spells Soften Earth and Stone Animate Objects Spider Climb Bear s Endurance, Mass The Universal school of magic does not exist in Tree Shape Bull s Strength, Mass MIDNIGHT. The lower-level spells from this school represent Warp Wood Cat s Grace, Mass a scholarly style of magic that is inappropriate for the holis- Whispering Wind Disintegrate tic and folk flavor of arcane magic in MIDNIGHT, while the Wood Shape Eagle s Splendor, Mass higher-level Universal spells like permanency and wish are Flesh to Stone 3rd-level Spells more appropriate for high-fantasy campaign settings in Fox s Cunning, Mass which wizards can alter the very fabric of reality. In Charm RepairM Ironwood MIDNIGHT, permanent magic items can only be created via Diminish Plants Liveoak Flame Arrow arcane nexuses, and reality changing on the level of the Lucubration* Fly wish spell requires divine intervention. Move Earth Gaseous Form Prestidigation has therefore been made into an aspect of Owl s Wisdom, Mass Glibness Repel Wood the Magecraft feat, while the other above spells have been Halfling BurrowM Spellstaff removed from the campaign setting as channeler spells. Haste Stone to Flesh They continue to exist as potential spell-like abilities, how- Keen Edge Transformation ever. Permanency will function for a creature if it is one of Magic Fang, Greater its spell-like abilities, but only for spells cast upon the crea- Magic Weapon, Greater 7th-level Spells ture itself; given that spell-like abilities are powered by the Meld into Stone Animate Plants creature s own inherent energy, the permanent effect can be Plant Growth Changestaff sustained on that creature s body, but Aryth s magic is too Sculpt Sound Control Weather Secret Page much in motion and flux for permanency to be successfully Reverse Gravity Shrink Item cast upon an object or a point in space. The spell effect sim- Statue Slow ply disipates into the weave of magic surrounding Aryth as Transmute Metal to Wood Snare soon as its normal duration runs out. Additionally, creatures Wind Walk Spike Growth with wish and limited wish as spell-like abilities may cast Water Breathing 8th-level Spells them, but they may only use the imitate lower-level spells Water Walk Animal Shapes aspect of either, and the spells imitated are limited by the Control Plants same restrictions as other spells in Midnight (no planar trav- 4th-level Spells Iron Body el, no contact with deities other than Izrador, and so on). Air Walk Polymorph Any Object Bestow Curse Note 3: Spell-Like Abilities Reverse Gravity Command Plants Temporal Stasis What happens if an outsider with teleport as a spell-like Control Water ability is summoned in MIDNIGHT? Simply put, the Trapped Enlarge Person, Mass 9th-level Spells must adhere to the same rules for spellcasting as any mortal. Freedom of Movement Shapechange If a creature has a spell on its spell-like ability list that is Giant Vermin Time Stop rendered non-functional by the Sundering (such as a spell Mnemonic Enhancer* that requires planar travel to work, or one that contacts that Polymorph Reduce Person, Mass creature s deity), that spell-like ability is useless. Reincarnate* Rusting Grasp Silver StormM Spike Stones Stone Shape 4 Channeler Spell List Note 4: Effective Class Levels Variant Spell Some outsiders, like angels and rakshasas, cast spells as if they were clerics or sorcerers. So you cast a greater pla- Descriptions nar binding spell that nets you a planetar s services . . . do you suddenly have the spellcasting power of a 17th-level Atonement cleric at your disposal? If a creature is normally able to cast spells as if it had Only legates may use this spell to restore lost clerical powers levels in an SRD class, it retains those abilities, but all to other legates. The channeler version of this spell can only reverse a magical alignment change, restore a class, or offer spells cast in this manner become spell-like abilities. In the redemption or temptation. Very few classes in MIDNIGHT case of classes that prepare their spells ahead of time and require a character to follow a code lest he lose his class pow- whose spellcasting power does not come directly from a ers; such restrictions are generally only applied for the holy god, like wizards or druids, the typical spells prepared warriors of a deity. Should such a class or prestige class be become spell-like abilities for the creature, usually usable introduced into your MIDNIGHT campaign, however, assume once per day (though if a creature has a spell prepared twice that a channeler may restore class features with this spell if on its list, it would be able to cast that spell twice per day). the channeler belongs to the same group or follows the same In the case of classes that cast spells spontaneously, like sor- patron as the atoning character. cerers, the typical spells known become spell-like abilities for the creature, though the number of uses per day remain Banishment variable; the creature gains spell slots per day for its spell- Instead of targeting extraplanar creatures, this spell targets like abilities, and can choose which spells to cast with them trapped spirits that have manifested. Objects or substances to just as a sorcerer might. which the creature is vulnerable count as things that are Clerical spellcasting abilities are a special case, howev- hated, feared, or otherwised oppose[d]. Creatures that fail er. Just as there are no mortal clerics on Aryth of deities their saves, rather than being expelled from this plane, are simply forced from their manifested state. When this occurs, other than Izrador, there are no outsider clerics of other the bodies of fey simply disappear, those of elementals deities either. Outsiders or other creatures that can cast become inanimate collections of the material of which they spells as if they were clerics lose that spellcasting ability were formed, and outsiders must relinquish control to their unless they conver to the worship of Izrador. Many evil bodies original owners. This latter occurance is identical to Trapped in MIDNIGHT are only too happy to do just that, and the effect of a possessed creature casting the outsider out of therefore retain their clerical spellcasting abilities as listed its body, including the 24-hour grace period and the possibil- under their descriptions (though their domains may vary and ity of death due to the shock of returning to natural form (see they may have had to shift their alignments slightly in order M2E, pages 338-339). to receive the Shadow s blessings). Most good-aligned Trapped, meanwhile, have no cleri- Contact Other Plane cal spellcasting ability at all, since they cannot communicate Your mind travels into the spirit realm of Aryth rather than to with or gain power from their gods. In the lucky instance another plane, where you interact with Eternal spirits rather that a Trapped has a powerful clerical spell as a spell-like than with extraplanar beings or deities. The caster chooses ability, such as a planetar s ability to raise dead three times how deep into the spirit realm he wishes to travel, repre- per day, the spell does function; unfortunately for the spirit sented by the Planes Contacted column of the table included in question, the powers of the various types of Trapped are in the contact other plane spell description. The likelihood of receiving accurate answers and the probability/duration of Int well known to Izrador s servants. Those with abilities that and Cha decrease are as per the table; however, rather than mimic clerical spells are hunted down even more actively suffering an Int and Cha decrease, a channeler that uses this than are channelers or those who show evidence of heroic spell and fails the Intelligence check suffers the listed paths. Of course, since there are many individual Trapped decrease in Int, Wis, and Cha. throughout Aryth with their own unique powers, Izrador s servants are instructed to report the discovery of any Dismissal Trapped that do not already serve him. Such beings are cap- As with banishment, instead of targeting extraplanar crea- tured if possible, and destroyed if not. tures, this spell targets manifested trapped spirits. Creatures that fail their Will saves are forced back into their bodiless state. Lucubration This spell may only be used by characters with the wizard prestige class, or by other channeling spellcasters who pre- pare spells. 5 Channeler Spell List it using the normal monster advancement rules until it has Mnemonic Enhancer HD equal to his new level, or add his old form s class levels This spell may be used normally by characters with the wiz- until it has a total of HD and class levels equal to his old ard prestige class, or by other channeling spellcasters who form s class level. The character s physical attributes become prepare spells. those of the base creature, while he retains his old form s mental attributes. Prismatic Sphere, Spray, and Wall This result may require a large of amount of flexibility These classic spells are still quite effective in Midnight, even and administration by the GM. Help the player build his char- without the potential for a creature being sent to another acter, and be open to ideas on how his class levels will work plane. The violet color of a prismatic effect still attempts to now that he is an animal. The character that comes back as an shunt its targets to another plane, except that the Veil prevents eagle will be an ideal spy and scout, but his combat useful- it from doing so. This has the following effects, depending on ness might be limited. On the other hand, a character that the creature being affected: returns as a brown bear need never worry about his weapons Trapped Spirit (bodiless): A trapped spirit in its bod- or armor giving him away as a member of the resistance, and iless form cannot cross through a prismatic effect containing is certainly a capable combatant. Spellcasters may have the the violet color. It acts as a wall of force against such crea- most difficult time of it, and should be allowed to learn the tures. If the bodiless trapped spirit is subjected to the violet Natural Spell feat available to druids in the PHB. beam from a prismatic spray, the attempt to force the spirit to If a character returns as a humanoid, use the following another plane disrupts the spirit s essence, doing damage to table to determine which race he returns as. Once the charac- the spirit as if it were a maximized magic missile at the cast- ter s race is determined, roll randomly from among that er s level. race s sub-races. Trapped Spirit (manifested): A manifested trapped Roll (d%) Race spirit that is subject to the violet color of a prismatic effect 1 30 Human and fails its Will save is forced into its bodiless state, with 31 50 Elf results identical to those described under banishment, above. Other: All other creatures subject to the violet aspect 51 70 Dwarf of a prismatic effect are caught in a field of magical feedback 71 80 Halfling as the spell attempts to send the creature through a hole in 81 90 Gnome reality, while the Veil pushes from the other side and keeps 91 00 Special that hole closed. If the target fails its Will save, it is perma- nently paralyzed. Only a break enchantment or a successful The other option above is meant to account for the dispel magic against the paralysis effect (using the prismatic influence of the caster or the surroundings upon the reincar- effect s caster level) can break this paralysis. nation. For instance, if the caster and the target are of races that can interbreed, the character s new form may be a half- Reincarnate breed. If the caster is one of the races listed in the chart, the Reincarnate is often the only recourse a party has in character s new form might be the same as that of the caster. MIDNIGHT to return a lost comrade to the fight. However, Finally, if the reincarnation takes place in an area held as unlike in other campaigns, reincarnation in Midnight is a very holy by any particular race or if the character had a strong personal and powerful event. Also, the spell calls upon Aryth connection to that race in life, the other option might herself to reform a body for the lost soul, and such a body can mean that the character comes back as that race. only take the form of a creature that is natural to Aryth. A soul Shadowspawn or creatures created by the Sundering, that is being called back to Aryth via reincarnation under- which often include monstrous humanoids, magical beasts, stands what is occurring, and gains the normal knowledge and the like, are not options for a reincarnated character s regarding its body s circumstances (see PHB, page 171). new form. Neither are aberrations, dragons, oozes, or any GMs are highly encouraged to determine in what form other creature type other than humanoid or animal; those the reincarnated creature returns based on the needs of their individual campaigns. The most important consideration is other creature types are either too far removed from Aryth s whether or not the character returns as a humanoid or as ani- everyday creatures to be a potential reincarnation form or mal; there should be a 50% chance of either, though parties they are too powerful for a character s mortal essence to may perform special rituals or go on special missions, at the embody. The original races from which orcs, goblin-kin, and GM s discretion, to tilt the odds one way or another. Either giant-kin are descended may once have been natural, but way, the character loses one level as normal. they are now so thoroughly corrupted by the Shadow s If the character returns as an animal, consider the char- manipulation and breeding that they are no longer a part of acter s personality and play style and choose an animal (not a Aryth s natural web of life. dire animal or dinosaur) that may be appropriate. Animals from the character s favored region or that identify with his family or culture may be particularly good choices. The base chosen animal should never have more HD than the character had levels. Once the animal is selected, allow the player to look at the stat block for the base animal and either advance 6 Channeler Spell List