Midnight Secrets of Shadow Channeler Spell List


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


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