Midnight - Spell List

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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.

Abjuration Remove Curse Conjuration, 8th-Level Spells


Repel Vermin Planar Binding, Greater
0-Level Spells Stoneskin Greater Summon Monster VIII
Resistance 0-Level Spells Summon Natures Ally VIII
5th-Level Spells Trap the Soul
1st-Level Spells Summon Instrument
Arcane InterferenceS
Alarm Atonement* 1st-Level Spells 9th-Level Spells
Endure Elements Break Enchantment Mount Elemental Swarm
Hold Portal Dismissal* Summon Monster I Gate
Hide from Animals Magic Circle Against Shadow Summon Natures Ally I Storm of Vengeance
Protection from Private Sanctum Summon Monster IX
Chaos/Evil/Good/Law Summon Natures Ally IX
Remove Fear 6th-Level Spells 2nd-Level Spells
Shield Antilife Shell Summon Monster II
Summon Natures Ally II
Conjuration, Lesser
Undetectable Alignment Antimagic Field
Dispel Magic, Greater Summon Swarm 0-Level Spells
2nd-Level Spells Globe of Invulnerability Create Water
Arcane Lock Guards and Wards 3rd-Level Spells Cure Minor Wounds
Fell ForbiddanceS Repulsion Summon Monster III Ray of Frost
Fey HearthS Summon Natures Ally III
Obscure Object 7th-Level Spells 1st-Level Spells
PacifyS Banishment* 4th-Level Spells Cure Light Wounds
Protection from Arrows Sequester Summon Monster IV Grease
Resist Energy Spell Turning Summon Natures Ally IV Mage Armor
Obscuring Mist
3rd-Level Spells 8th-Level Spells 5th-Level Spells Peasants RestS
Arcane ImpotenceS Mind Blank Insect Plague Unseen Servant
Dispel Magic Prismatic Wall* Leomunds Secret Chest
Explosive Runes Protection from Spells Planar Binding, Lesser 2nd-Level Spells
Magic Circle Against Repel Metal or Stone Summon Monster V Acid Arrow
Chaos/Evil/Good/Law Summon Natures Ally V Cure Moderate Wounds
Nondetection 9th-Level Spells Delay Poison
Protection from Energy Freedom 6th-Level Spells Fey FireS
Willful StandS Imprisonment Planar Binding Fog Cloud
Disjunction Summon Monster VI Glitterdust
4th-Level Spells Prismatic Sphere* Summon Natures Ally VI Restoration, Lesser
Antiplant Shell WeatherS
Dimensional Anchor 7th-Level Spells Web
Fire Trap Creeping Doom
Freedom of Movement Summon Monster VII 3rd-Level Spells
Globe of Invulnerability, Summon Natures Ally VII Cure Serious Wounds
Lesser Neutralize Poison

Channeler Spell List 1


Remove Disease Detect Snares and Pits Enchantment 7th-Level Spells
Phantom Steed Detect Undead Hold Person, Mass
Questing BirdS Far WhisperM 0-Level Spells
Insanity
Sepia Snake Sigil Identify Daze Power Word Blind
Silver WindM Know the NameS Lullaby Symbol of Stunning
Sleet Storm Speak with Animals
Stinking Cloud True Strike 1st-Level Spells 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 Scryers 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
Cure Light Wounds, Mass Clairaudience/Clairvoyance 2nd-Level Spells
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
Wall of Thorns 4th-Level Spells Hideous Laughter
Arcane Eye Hold Animal 1st-Level Spells
6th-Level Spells Detect Scrying Touch of Idiocy Burning Hands
Acid Fog Locate Creature Withering SpeechS Magic Missile
Cure Moderate Wounds, Mass Scrying Floating Disk
Fire Seeds 3rd-Level Spells Produce Flame
Heroes Feast 5th-Level Spells Deep Slumber Shocking Grasp
Questing Bird, GreaterS Commune with Nature Dominate Animal
Wall of Iron Contact Other Plane* Good Hope 2nd-Level Spells
Prying Eyes Heroism Bleed PowerS
7th-Level Spells Telepathic Bond Hold Person Flame Blade
Cure Serious Wounds, Mass Rage Flaming Sphere
Heal 6th-Level Spells Suggestion Gust of Wind
Regeneration Analyze Dweomer Scorching Ray
Restoration, Greater Find the Path 4th-Level Spells
Legend Lore Charm Monster 3rd-Level Spells
8th-Level Spells Stone Tell Confusion Call Lightning
Cure Critical Wounds, Mass True Seeing Crushing Despair Fireball
Incediary Cloud Geas, Lesser Gust of Wind
7th-Level Spells Modify Memory Lightning Bolt
9th-Level Spells Arcane Sight, Greater Zone of Silence Tiny Hut
Regenerate Scrying, Greater Wind Wall
Shambler Vision 5th-Level Spells
Dominate Person 4th-Level Spells
Divination 8th-Level Spells Feeblemind Flame Strike
Discern Location Hold Monster Fire Shield
0-Level Spells Mind Fog Ice Storm
Moment of Prescience
Detect Magic Prying Eyes, Greater Song of Discord Resilent Sphere
Detect Poison Symbol of Sleep Wall of Fire
Guidance 9th-Level Spells Wall of Ice
Know Direction 6th-Level Spells
Foresight
Read Magic Geas/Quest 5th-Level Spells
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
Chain Lightning Shout, Greater Invisibility, Mass Symbol of Fear
Forceful Hand Sunburst Project Image Undeath to Death
Freezing Sphere Shadow Conjuration, Greater
7th-level Spells
Illusion Simulacrum
7th-Level Spells Control Undead
0-Level Spells 8th-level Spells Finger of Death
Delayed Blast Fireball
Firestorm Ghost Sound Scintillating Patern Symbol of Weakness
Forcecage Screen Waves of Exhaustion
Grasping Hand 1st-level Spells Shadow Evocation, Greater
Sword Color Spray 8th-level Spells
Disguise Self 9th-level Spells Clone
8th-Level Spells Disguise WeaponM Shades Create Greater Undead
Clenched Fist Magic Aura Weird Finger of Death
Earthquake Magic Mouth Horrid Wilting
Polar Ray Silent Image Necromancy Symbol of Death
Telekinetic Sphere Ventriloquism
Whirlwind 0-Level Spells 9th-level Spells
2nd-level Spells Disrupt Undead Astral Projection
9th-Level Spells Blur Touch of Fatigue Energy Drain
Crushing Hand Disguise AllyM Soul Bind
Meteor Swarm GreenshieldM 1st-level Spells Wail of the Banshee
Hypnotic Pattern Cause Fear
Evocation, Lesser Invisibility Chill Touch Transmutation
Trap Ray of Enfeeblement
0-Level Spells Magic Mouth 0-Level Spells
Dancing Lights Minor Image 2nd-level Spells Mage Hand
Flare Mirror Image Blindness/Deafness Mending
Light Misdirection Command Undead Message
Silence False Life Open/Close
1st-Level Spells Ghoul Touch Virtue
Channel Might* 3rd-level Spells Scare
Displacement 1st-level Spells
Faerie Fire Spectral Hand
Illusory Script Animate Rope
2nd-Level Spells Invisibility Sphere 3rd-level Spells Burial*
Continual Flame Major Image Contagion Enlarge Person
Darkness Gentle Repose Entangle
Shatter 4th-level Spells Halt Undead Erase
Sound Burst Hallucinatory Terrain Poison Expeditious Retreat
Illusory Wall Ray of Exhaustion Feather Fall
3rd-Level Spells Invisibility, Greater Vampiric Touch Goodberry
Phantsmal Killer Jump
Daylight
Rainbow Pattern 4th-level Spells Lie*
4th-Level Spells Shadow Conjuration Magic Fang
Animate Dead
Magic Stone
Bestow Spell* Bestow Curse
5th-level Spells Magic Weapon
Shout Blight
Pass Without Trace
Dream Enervation
5th-Level Spells Phantom Edge*
False Vision Fear
Reduce Person
Sending Mirage Arcana
5th-level Spells Shillelagh
Nightmare
Spider Climb
6th-Level Spells Persistent Image Death Ward Stone SoupM
Contingency Seeming Magic Jar
Sympathetic Vibration Shadow Evocation Nexus FuelM 2nd-level Spells
Symbol of Pain
6th-level Spells Alter Self
7th-Level Spells Waves of Fatigue
Barkskin
Prismatic Spray* Mislead
6th-level Spells Bears Endurance
Sunbeam Permanent Image
Bulls Strength
Programmed Image Circle of Death Cats Grace
Veil Create Undead Chill Metal

Channeler Spell List 3


Confer Power* 5th-level Spells Note 1: Shadow Spells
Darkvision Animal Growth
Eagles Splendor Given that Aryth is sealed off from the Plane of Shadow,
Awaken
Foxs Cunning Baleful Polymorph spells cannot use material from that plane. Spells with the
Heat Metal Control Winds shadow descriptor are instead powered by some unex-
Knock Fabricate plained aspect of the spirit realm. Some claim that these
Levitate Overland Flight spells use the essences of the Eternal, those near-mindless
LifetrapM Passwall and near-godlike spirits that usually slumber uncaring in the
Natures RevelationM Telekinesis spirit realm. Others, pointing to the necromantic leanings of
Owls 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
Silver BloodM not yet joined the Eternal.
6th-level Spells
Soften Earth and Stone Animate Objects Note 2: Universal Spells
Spider Climb Bears Endurance, Mass The Universal school of magic does not exist in
Tree Shape Bulls Strength, Mass MIDNIGHT. The lower-level spells from this school represent
Warp Wood Cats Grace, Mass
Whispering Wind a scholarly style of magic that is inappropriate for the holis-
Disintegrate tic and folk flavor of arcane magic in MIDNIGHT, while the
Wood Shape Eagles Splendor, Mass higher-level Universal spells like permanency and wish are
3rd-level Spells Flesh to Stone more appropriate for high-fantasy campaign settings in
Foxs Cunning, Mass
Charm RepairM which wizards can alter the very fabric of reality. In
Ironwood
Diminish Plants Liveoak MIDNIGHT, permanent magic items can only be created via
Flame Arrow Lucubration* arcane nexuses, and reality changing on the level of the
Fly Move Earth wish spell requires divine intervention.
Gaseous Form Owls Wisdom, Mass Prestidigation has therefore been made into an aspect of
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
Magic Weapon, Greater its spell-like abilities, but only for spells cast upon the crea-
7th-level Spells
Meld into Stone ture itself; given that spell-like abilities are powered by the
Animate Plants creatures own inherent energy, the permanent effect can be
Plant Growth Changestaff
Sculpt Sound sustained on that creatures body, but Aryths magic is too
Control Weather
Secret Page Reverse Gravity much in motion and flux for permanency to be successfully
Shrink Item Statue cast upon an object or a point in space. The spell effect sim-
Slow Transmute Metal to Wood ply disipates into the weave of magic surrounding Aryth as
Snare Wind Walk soon as its normal duration runs out. Additionally, creatures
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
4th-level Spells Control Plants same restrictions as other spells in Midnight (no planar trav-
Iron Body el, no contact with deities other than Izrador, and so on).
Air Walk Polymorph Any Object
Bestow Curse Reverse Gravity Note 3: Spell-Like Abilities
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
Freedom of Movement must adhere to the same rules for spellcasting as any mortal.
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*
Polymorph that requires planar travel to work, or one that contacts that
Reduce Person, Mass creatures 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
Some outsiders, like angels and rakshasas, cast spells as
Variant Spell
if they were clerics or sorcerers. So you cast a greater pla-
nar binding spell that nets you a planetars services . . . do Descriptions
you suddenly have the spellcasting power of a 17th-level
cleric at your disposal? Atonement
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
spells cast in this manner become spell-like abilities. In the reverse a magical alignment change, restore a class, or offer
case of classes that prepare their spells ahead of time and redemption or temptation. Very few classes in MIDNIGHT
whose spellcasting power does not come directly from a require a character to follow a code lest he lose his class pow-
god, like wizards or druids, the typical spells prepared ers; such restrictions are generally only applied for the holy
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
other than Izrador, there are no outsider clerics of other simply forced from their manifested state. When this occurs,
deities either. Outsiders or other creatures that can cast the bodies of fey simply disappear, those of elementals
spells as if they were clerics lose that spellcasting ability become inanimate collections of the material of which they
unless they conver to the worship of Izrador. Many evil were formed, and outsiders must relinquish control to their
Trapped in MIDNIGHT are only too happy to do just that, and bodies original owners. This latter occurance is identical to
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 Shadows 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 planetars 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
well known to Izradors servants. Those with abilities that receiving accurate answers and the probability/duration of Int
mimic clerical spells are hunted down even more actively and Cha decrease are as per the table; however, rather than
than are channelers or those who show evidence of heroic suffering an Int and Cha decrease, a channeler that uses this
paths. Of course, since there are many individual Trapped spell and fails the Intelligence check suffers the listed
decrease in Int, Wis, and Cha.
throughout Aryth with their own unique powers, Izradors
servants are instructed to report the discovery of any
Dismissal
Trapped that do not already serve him. Such beings are cap-
tured if possible, and destroyed if not. As with banishment, instead of targeting extraplanar crea-
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.

Channeler Spell List 5


Mnemonic Enhancer it using the normal monster advancement rules until it has
HD equal to his new level, or add his old forms 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 forms class level. The characters physical attributes become
prepare spells. those of the base creature, while he retains his old forms
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 spirits 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- ters race is determined, roll randomly from among that
ers level. races sub-races.
Trapped Spirit (manifested): A manifested trapped
spirit that is subject to the violet color of a prismatic effect Roll (d%) Race
and fails its Will save is forced into its bodiless state, with 130 Human
results identical to those described under banishment, above. 3150 Elf
Other: All other creatures subject to the violet aspect 5170 Dwarf
of a prismatic effect are caught in a field of magical feedback 7180 Halfling
as the spell attempts to send the creature through a hole in 8190 Gnome
reality, while the Veil pushes from the other side and keeps 9100 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-
effects caster level) can break this paralysis. nation. For instance, if the caster and the target are of races
that can interbreed, the characters 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 characters 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
that is being called back to Aryth via reincarnation under- Shadowspawn or creatures created by the Sundering,
stands what is occurring, and gains the normal knowledge which often include monstrous humanoids, magical beasts,
regarding its bodys circumstances (see PHB, page 171). and the like, are not options for a reincarnated characters
GMs are highly encouraged to determine in what form new form. Neither are aberrations, dragons, oozes, or any
the reincarnated creature returns based on the needs of their other creature type other than humanoid or animal; those
individual campaigns. The most important consideration is other creature types are either too far removed from Aryths
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 characters mortal essence to
may perform special rituals or go on special missions, at the embody. The original races from which orcs, goblin-kin, and
GMs 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 Shadows
If the character returns as an animal, consider the char-
acters personality and play style and choose an animal (not a manipulation and breeding that they are no longer a part of
dire animal or dinosaur) that may be appropriate. Animals Aryths natural web of life.
from the characters 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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