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DXM CDs

by Mat Smith
Editing: JD Wiker
Layout and Typesetting: Marc Schmalz

DXM CDs is a free publication offered in promotion of Modern Magic. It includes references to spells appearing in the PDF and Print editions.


Compact discs with the Deus Ex Machina (or DXM) label offer more than just the hottest underground music. The CDs themselves are magical, and playing them creates magical effects that affect one or more listeners--usually the person who actually pressed "Play" in the first place. Depending on the type of DXM CD and sound system, the user can also generate effects that target allies or opponents, or anyone within a certain radius of the sound system's speakers. This radius can be quite large, depending on the system used. The effects generally last for the duration of the track.

The user activates a DXM CD just like one activates an ordinary music CD: by inserting the DXM CD in a playback device (usually a CD player), selecting a track, and pressing Play. The effect of the chosen track applies to the user so long as he remains within 30 feet of the system's speakers. (On an ordinary sound system, assume the speakers occupy the same 5-foot square. When a system has multiple speakers, the user designates a target speaker--or speaker pair within the same 5-foot square--as the source of the effect.) Only hardwired speakers can carry the magic signal from a DXM CD; the effect does not transmit over radio waves, infrared, or any other "wireless" technology. Similarly, the magic cannot be copied or transferred to another format or media.

If the target of the DXM CD's effect leaves the area of the effect, the effect ends until the target re-enters the area. If the DXM CD affects all creatures within the area, creatures become affected when they enter the area, and are no longer affected once they leave. DXM CDs have no effect on targets that are deaf or otherwise unable to hear the music being played.

The magic effect of a DXM CD functions only once a day, though the same track can be played multiple times per day (in which case the only effect is the music).

Type: Wondrous Item (magic); Caster Level: 9; Purchase DC: varies; Weight: --

Sample Tracks (See below for more samples)
Better Than Before (Heavy Lifting Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Strength. 19
Foam Fighting in a Rubber Room E 30-foot radius 5 min. While the bouncing tune of this track is playing, any damage received within a 30-foot radius of the designated speaker is nonlethal. 20
Sleep It Off E Living creatures 5 min. The soothing sounds of this track cause creatures to naturally heal, recovering hit points (one per character level) and ability damage (one point of each damaged ability) as if having rested for eight hours. 20

Custom DXM CDs

Many DXM CDs have two or more recorded tracks, or include special extended mixes that increase the duration of the effect.

Multitrack DXM CDs--A multitrack DXM CD may contain a single track recorded multiple times, several different tracks, or a combination of the two. Regardless, a multitrack DXM CD can contain no more than six tracks. The tracks may be played in any order, with each expending its daily use as it is played. If two or more identical tracks are played back-to-back, the effects continue from one to the next rather than stopping and starting over again.

Manually switching from one track to another (which causes the first effect to immediately end) requires a move action.

To determine the purchase DC of a multitrack DXM CD, you should first determine which tracks are recorded on the CD. Then consult Table 7-1: Purchase DCs in Chapter Seven of the d20 Modern Roleplaying Gameto convert each individual DXM CD's purchase DC into a dollar value. Total up the combined dollar value of all of the CDs and consult Table 7-1 again to determine the final purchase DC for the multitrack DXM CD.

Extended Mix Tracks--Some tracks found on multitrack DXM CDs have been remixed to make them last significantly longer than the standard recorded version. With a duration that may be two, three, or even four times as long as the standard version, an extended mix DXM CD track also takes up an equivalent amount of space (a double-length track takes up the same space as two tracks) on a multitrack DXM CD.

An extended mix DXM CD track has a purchase DC modifier of +5 (double-length), +10 (triple-length), +15 (quadruple-length).

Music for the Masses

Some DXM CDs (and other recording formats) are created with such fidelity that they are able to affect multiple speakers and cover a larger area of effect.

P.A.-Quality--This sort of DXM CD is most effective when played over a public address system or other audio equipment hardwired into a structure or large vehicle (such as in an office building, shopping mall, or on an airplane). This allows the disc to affect a larger number of people or to enable a single person the ability to move about more freely while benefiting from the CD.

While the effects of a P.A.-quality DXM CD still only function for targets that would normally be affected, the range is only limited by the size of the sound system. In effect, every hardwired speaker in the sound system generates its own 30-foot-radius area of effect. Overlapping areas have no additional or cumulative effect. Unless otherwise specified, a target that moves outside the sound system's area of effect is no longer affected by the disc. Likewise, targets moving into an affected area are subject to the magical effects. DXM CDs have no effect on targets that are deaf or otherwise unable to hear the music being played.

A P.A.-quality DXM CD has a purchase DC modifier of +10.

Stadium-Quality--A stadium-quality DXM CD is capable of affecting vast numbers of targets. The range is limited only by each target creature's ability to hear the music by making a successful Listen check. (Refer to Chapter Two in the d20 Modern Roleplaying Game for examples of Listen check DCs and conditional modifiers.)

DC Venue/Sound System
-15 Concert hall
-30 Sports stadium/arena
-50 Rock concert

Unless otherwise specified, a target that becomes unable to hear the music (by failing a Listen check, for example) is no longer affected by the disc. Likewise, targets moving into an affected area must fail a Listen check or become subject to the magical effects. DXM CDs have no effect on targets that are deaf or otherwise unable to hear the music being played.

A stadium-quality DXM CD has a purchase DC modifier of +15.

Broadcast-Quality--While the magical effects of DXM CDs currently available on the market do not function when transmitted over radio waves, infrared, or any other "wireless" technology, rumors exist of ongoing research to develop broadcast-quality DXM CDs that have this ability. Some conspiracy theorists believe that DXM MusiCorp has already succeeded in creating broadcast-quality DXM CDs and have begun secretly circulating them through popular radio stations for some time now, which may explain the recent rise in popularity of several artists signed to the DXM label.

While the existence of broadcast-quality DXM CDs has never been confirmed, if they did exist they would not be for sale. Acquiring a broadcast-quality DXM CD would only be available through illicit means, such as through the black market at an unthinkable price (with a minimum purchase DC modifier of +30).

Alternate Formats

DXM MusiCorp has been producing magical recordings in one format or another since the late-1800s. While musical styles and tastes have changed over the years, along with the recording formats, many of the magical effects available today were also available since before the turn of the nineteenth century.

Currently, DXM MusiCorp exclusively produces CDs and MP3 files, so anachronistic formats are only available through third-party vendors (such as other websites, antique/curio shops, or even flea markets and swap meets. In the hands of a knowing shopkeeper, a DXM recording on an obsolete format may cost the same or even more than a CD or MP3. (It's the same magic, but recorded on a "collectible" medium.) However, many archaic DXM recordings are for sale through vendors unaware of the item's magical properties who price them according to rates appropriate for a mundane item.

DXM MP3--DXM MusiCorp has recently released digital music files with the same magical effects available on their CDs, which may be downloaded directly from the DXM website. Like a DXM CD, the magic of these MP3s cannot be copied. Unlike the CDs, a DXM MP3 file may be transferred from one piece of electronic equipment to another (such as from a computer to a portable MP3 player) in a process that erases the "original" file and empowers the "duplicate" at the moment the transfer is completed. A DXM MP3 file takes up approximately 50MB of memory. (For comparison, a standard MP3 player can hold 20GB, or 400 tracks.)

Manually switching from one DXM MP3 track to another (which causes the first effect to immediately end) requires a move action.

A DXM MP3 has a purchase DC modifier of +0. Both P.A.-quality and stadium-quality DXM MP3s are available.

DXM Cassette Tape--Beginning in the 1970s, DXM MusiCorp released cassette tapes with the same magical effects now available on DXM CDs. A single DXM cassette may hold up to six tracks of magically charged music, three on each side of the cassette. Manually switching from one track to the next (on a tape playback device with an "autoseek" function) requires a move action (when changing tracks on the same side of the cassette). Older models without autoseek require a full round action per track. Flipping the cassette over to access the tracks on the other side of the cassette takes a full-round action. Changing from one side of the cassette to the other using a player with "auto-reverse" requires a move action. Changing tracks or flipping the cassette causes the current effect to immediately end.

A DXM cassette tape has a purchase DC modifier range of +0 to –3 (GM's discretion). P.A.-quality versions of DXM cassette tapes are available.

8-Track Cartridges--From the mid-1960s until cassette tapes became widely available, DXM 8-track cartridges were the standard for virtually all of the tracks currently available. A single DXM 8-track cartridge holds up to eight tracks of magically charged music, accessible in any order. Manually switching from one track to another is a move action, and causes the current effect to immediately end.

A DXM 8-track cartridge has a purchase DC modifier range of +1 to –4 (GM's discretion). Both P.A.-quality and stadium-quality versions of DXM 8-track cartridges are available.

Vinyl Records--Dating all the way back to the early 1900s, DXM vinyl records have been available in three different formats. Magical recordings on 78 rpm records were available from 1915-1960; 33 1/3 rpm long-plays (or "LPs") became available in the late 1930's; and production of 45 rpm records (commonly known as "45s") began in the mid-1940s. A single DXM vinyl record may hold up to two tracks of magically charged music--one on each side of the record. Manually switching from one track to another (which causes the first effect to immediately end) means flipping the record over and repositioning the record player's stylus, and requires a full-round action.

A DXM vinyl record has a purchase DC modifier range of +3 to –2 (GM's discretion). P.A.-quality versions of DXM vinyl records are available. The range of tracks available on DXM vinyl records does not include those that affect modern vehicles.

Reel-to-Reel Tapes--The invention of magnetic tape in the 1950s led to the development of DXM reel-to-reel tapes, each of which may hold a single magically charged track. Manually switching from one track to another (which causes the first effect to immediately end) entails exchanging tape reels and threading the tape through the payer, requiring one full-round action to remove the mounted tape, and another full-round action to mount the next.

A DXM reel-to-reel tape has a purchase DC modifier range of +1 to –5 (GM's discretion). Most modern-format tracks, with the exception of those affecting vehicles, firearms, and electronics, are also available on DXM reel-to-reel tapes.

Gramophone Disks/Wax Cylinders--At the turn of the nineteenth century, the Deus Ex Machina Recording Company began production of magical disks for gramophone players, followed by wax cylinders playable on phonographs. These antiquated formats are only capable of holding a single magically charged track and do not offer tracks that affect modern-day technology (such as automobiles, aircraft, and electronics). Manually switching from one track to another (which causes the first effect to immediately end) involves exchanging disks or cylinders and requires a full-round action.

A DXM gramophone disk or DXM wax cylinder has a purchase DC modifier range of +5 to –2 (GM's discretion).

Table X-1: Audio Equipment
Object Size Weight Purchase DC Restriction
Boom box (CD/cassette/AM/FM) Med 3 lb. 6 —
Cassette tape player Small 1 lb. 4
Eight track stereo (8-track/turntable/AM/FM) Large 25 lb. 8 —
Eight track car stereo Small 2 lb. 7 —
External Speakers (for personal audio player) Small 0.5 lb 6 —
Gramophone Large 35 lb. 13 —
Home stereo (CD/cassette/AM/FM) Large 20 lb. 10 —
MP3 player (20GB storage) Tiny 0.5 lb. 15 —
Personal CD player Small 1 lb. 8 —
Personal cassette player Small 1.5 lb. 5 —
Phonograph Large 40 lb. 14 —
Portable record player Med 15 lb. 10 —
Reel-to-reel tape player Large 25 lb. 8 —
Turntable (stereo component) Med 10 lb. 12 —

DXM MusiCorp Top Twenty

The following is just a sample of the enormous catalog of magically charged tracks currently for sale on CD or MP3 format on the DXM MusiCorp website.

Track Name Type* Target Duration Effect Purchase DC
Arnie's Car (Show Me) — One vehicle 5 min. When this eerie-sounding track is played through a vehicle's sound system, it slowly repairs damage to that vehicle at a rate of 1 hit point per round, for up to 30 rounds. 21
Better Than Before (Heavy Lifting Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Strength. 19
Better Than Before (Safecracker Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Dexterity. 19
Better Than Before (Iron Man Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Constitution. 19
Better Than Before(Educated Guest Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Intelligence. 19
Better Than Before (Socratic Method Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Wisdom. 19
Better Than Before (Animal Attraction Mix) P Personal 5 min. When this energizing track is played, it grants the user a +5 enhancement bonus to Charisma. 19
Chant 'Till You Can't E Allies special When this rhythmic track is played, it provides a +1 circumstance bonus to all Knowledge (arcane lore) checks made while casting a single incantation. The droning music of this track will magically continue playing until the completion of the incantation (whether a success or failure.) 18
Crowd Cover E Allies 5 min. The catchy music of this track causes the bullets from a firearm fired by the user or his allies within the area of effect to pass harmlessly through all living creatures, as if each ally's weapon were imbued with the bypass bystanders spell. 18
Curbside Homicide E Allies 5 min. When this adrenaline-fueled track is played through a vehicle's sound system, it enables all characters within the vehicle (passengers and driver) to make attacks with no vehicle speed penalty at any point during the vehicle's movement. Characters with the Drive-By Attack feat gain no further benefit from this track. 19
Foam Fighting in a Rubber Room E 30-foot radius 5 min. While the bouncing tune of this track is playing, any damage received within a 30-foot radius of the designated speaker is nonlethal. 20
Gas-'n'-Go E One vehicle 5 min. When this jaunty track is played through a vehicle's sound system, it creates fuel in the vehicle's fuel tank at a rate of one gallon per minute until the tank is either "topped off" or a total of five gallons has been created. As the track ends, the vehicle's engine starts as if its ignition had been engaged normally. 18
Grillin' the Villain P/E special 5 min. When this nerve-rattling track is played, it compels a subject (chosen by the user) to truthfully answer up to five "yes or no" questions, as if targeted by a questionnaire spell cast by a 5th-level caster. (Will save DC 12). 19
Hydroplaning Highway E One vehicle 1 hr. When this blaring track is played through the sound system of an enclosed land vehicle (e.g.: car or truck, but not a motorcycle), it enables that vehicle to operate on water as if it were a water vehicle, in the same fashion as the amphibious craft spell cast by a 6th-level caster. 21
I Am the Grasshopper (numerous mixes) P Personal 5 min. The mantra-like music of this track grants the user a level of inner peace that transcends the mundane world, allowing her to take 10 on all skill checks made for a single skill even under stressful conditions. The skill affected is indicated in some fashion on the CD. (For example, a track labeled I Am the Grasshopper (High Wire Mix) would grant its benefit to the user when making Balance skill checks. 19
Like to Look at My Lithographs P Personal 5 min. The smoky and sultry music of this track grants the user a +2 circumstance bonus to Charisma-based skill checks made to influence members of her chosen gender. (This effect stacks with the Charismatic hero's Charm ability.) 20
Loud Enough... P/E Corpses 5 min. When this ominous track is played, it turns the bones or bodies of dead creatures into skeletons or zombies that follow the user's spoken commands, as the animate dead spell cast by a 7th-level caster. Undead creatures created by this track remain animated only as long as the track lasts. 21
Naptime — Living creatures Special As the music of this soothing track plays, a dense cloud of nitrous oxide issues forth from the designated speaker, filling a cube measuring 20 feet on a side. Any creatures in the cloud must make a successful Fortitude save (DC 16) or lose consciousness. For additional rules information, see the knockout gas spell. 19
Nonphotogenic P Personal 5 min. When this low-key techno track is played, it renders the user undetectable by video cameras, electronic sensors, or other high tech detection machines, as the machine invisibility spell cast by a 5th-level caster. 19
Quasimojo E Living creatures 5 min. When the cacophonous music of this track peals forth, it uplifts the allies and disconcerts the enemies of the track's user as the carillon spell cast by a 7th-level Acolyte (Will DC 14 negates). 21
Screaming in Space E 30-foot radius 5 min. The seemingly nonexistent music of this track counteracts all other sound in the area of effect, creating a noiseless bubble of space in which conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through. 19
Sleep It Off E Living creatures 5 min. The soothing sounds of this track cause creatures to naturally heal, recovering hit points (one per character level) and ability damage (one point of each damaged ability) as if having rested for eight hours. 20
Stuck in the Strobelight E Non-associated creatures 5 min. When this deliberate and plodding track is played, it causes creatures not associated with the user to move and attack at a drastically slowed rate, as if targeted by a slow spell (Will DC 13 negates). Creatures who leave the affected area are no longer subject to the effects of the torpor-inducing tune. 20
Whitenoize E 30-foot radius 5 min. The synthesized sound of this track interferes with electronic recording equipment aimed at or placed in the affected area, causing it to record nothing but static. 18
Zombie-Free E Undead 5 min. The angelic choir recorded on this track causes any undead in the affected area to be turned as a 4th-level Acolyte with a Charisma modifier of +0 and an allegiance of "good". 20

*P--Personal; E--Earshot; P/E--Affects targets designated by the "Player"


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