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Modern Magic Preview

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

Modern Magic Preview is a free publication offered in promotion of Modern Magic, Volume One and Modern Magic, Volume Two. It includes sample spells and FX equipment from the PDFs.


We live in a world where virtually all commercially available goods or services may be custom-tailored to fit a specific individual's tastes or desires. It only makes sense that spellcasters and artificers would be driven to seek out or create spells and equipment that suit their particular needs as well. Many creations simply assist with day-to-day living and labor while others are formulated with specific combat or clandestine usage in mind. Inspired by a variety of sources such as books, movies, television, comics, hobby gaming, mundane life, or a more adventurous lifestyle, the spells and equipment created and used by modern heroes are as varied as they are versatile. The following is just a sampling of the eclectic and ever-expanding array of spells and FX equipment available to the modern hero.

Preview Spell Descriptions

The spells listed below are presented in alphabetical order.

Bypass Bystanders

Abjuration
Level: Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: One firearm; Duration: 1 round/level; Saving Throw: None; Spell Resistance: No

Bullets from the target firearm pass harmlessly through all living creatures other than the specified target(s) at which the wielder is firing. Note that while bypass bystanders effectively nullifies any cover bonuses granted by intervening creatures, it does not negate any concealment provided by them, nor does it ignore ordinary cover.

Material Component: A pinch of graphite dust dropped into the gun's barrel.

Cellular Hand

Evocation
Level: Arcane 1; Components: V, S; Casting Time: Attack action; Range: Personal; Target: You; Duration: 1 minute/level; Saving Throw: None; Spell Resistance: No

The caster simulates a cellular phone by holding her fist with thumb extended toward her ear, and pinky toward her mouth.

A cellular hand only makes outgoing calls, but can dial any number you can think of, and make as many calls as you desire while the spell is in effect.

The cellular hand can only function when your hand is forming a pantomimed phone receiver, but your hand is otherwise unaffected by the spell and able to function normally. Other people may use your cellular hand, but you have to "dial" the number and "hold" the phone for them speak and listen to.

Hypnotic Screensaver

Illusion (Pattern) [Mind-Affecting]
Level: Arcane 1; Components: S; Casting Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Target: One computer; Duration: 1 minute/level (D); Saving Throw: Will negates; Spell Resistance: Yes

Whether a mesmerizing swirl of colors, a dazzling blaze of stars hurtling through space, or a quixotic phrase scrolling slowly across the screen, a hypnotic screensaver draws and holds the attention of any creature who views its magically enhanced pixels. The hypnotic screensaver affects a total number of Hit Dice of creatures equal to your caster level +1d4, to a maximum of 10 HD of creatures. Creatures with the fewest Hit Dice are affected first; and, among creatures with equal HD, those who are closest to the monitor upon which the hypnotic screensaver appears are affected first. Sightless creatures, or creatures not looking in the direction of the monitor screen, are not affected.

Kill Switch

Transmutation
Level: Arcane 2; Components: V, S, F; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One machine; Duration: Instantaneous; Saving Throw: None; Spell Resistance: Yes

Select a single machine (e.g., vehicle, computer, garbage masher) no larger than Gargantuan in size. It immediately shuts down as if its power source had suddenly been disconnected. The machine may be restarted immediately by performing whatever actions are normally necessary to start the machine.

Focus: A toggle switch.

Light-Gathering Eyes

Transmutation
Level: Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Touch; Target: Creature touched; Duration: 1 hour/level; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)

The subject gains low-light vision. Creatures that already possess low-light vision or darkvision are unaffected by this spell.

Material Component: A pinch of powdered firefly tail.

Manual-Focus Binoculars

Divination
Level: Arcane 0; Components: V, S; Casting Time: Attack action; Range: Personal; Target: You; Duration: 5 minutes/level

The caster curves her fingers and thumb of each hand so that her index fingers and thumbs are in contact, thus pantomiming a set of binoculars, which function as a standard set of binoculars. (See Chapter Four: Equipment in the d20 Modern Roleplaying Game.) Other people may look through the caster's manual-focus binoculars, but any Spot checks another person makes in this fashion are made with a -2 circumstance penalty, as the caster has to align and focus the binoculars for the other individual.

Sympathetic Sound

Divination (Scrying)
Level: Divine 2; Components: V, S, M, F; Casting Time: 10 minutes; Range: 10 miles; Effect: Magical sensor; Duration: 5 rounds; Saving Throw: None; Spell Resistance: No

This spell allows the caster to listen through the ears of the subject, hearing what that person is hearing at that momemt. Listen checks (if needed or desired) are made by the caster with a -5 circumstance penalty. If the target is deaf or otherwise unable to hear, the caster is likewise unable to hear, though the spell does function.

If the subject of the spell suffers any sonic damage, or other harmful auditory effects while the spell is functioning, the caster must make a successful Fortitude save (at the same DC the subject used) to avoid taking half the damage or experiencing the harmful effects for half the duration suffered by the subject.

Material Component: Piece of the subject's body (e.g., several hairs, nail clippings, one ounce of blood) or an earring worn by the subject within the past 24 hours.

Focus: Hearing aid custom-fit to the caster (Purchase DC 10).

Tinnitus

Illusion
Level: Divine 1, Arcane 1; Components: V, S, M; Casting Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Target: One person; Duration: 1 round/level; Saving Throw: Fortitude negates; Spell Resistance: Yes

The subject of this spell experiences high-pitched ringing sounds that cause disorientation and distraction. The subject must succeed at a Fortitude save, or suffer the following effects:

  • -2 circumstance penalty to initiative checks
  • -6 circumstance penalty to Listen checks
  • 10% chance of spell failure when casting spells with verbal components

Material Component: A CD or cassette tape featuring music that is often played mind-numbingly loud (heavy metal, punk, techno, etc.).

Preview FX Equipment Descriptions

The equipment listed below are presented in alphabetical order.

Breath Mints of Smooth Talking: When popped into someone's mouth, one of these mints provides a +5 equipment bonus to all Bluff and Diplomacy checks for up to 15 minutes. Each roll of breath mints of smooth talking contains twelve mints. The duration of the effect is based on the last mint; multiple mints do not provide a sequential duration.

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 27; Weight: --

Collar of Animal Form: The wearer of this collar may, as a full round action, change shape to that of a domesticated breed of dog or cat. The tag attached to the collar determines the breed of animal the wearer changes into. If a tag taken from the collar of an actual pet is attached, the wearer will assume a form identical to that specific animal. The collar of animal form allows its wearer to change to animal form and back once per day. Removing or destroying the collar automatically ends the effect, and the wearer reverts back to her natural shape.

d20 Roll Dog Breed   d20 Roll Cat Breed
1 Beagle   11 American Shorthair
2 Chihuahua   12 Angora
3 Cocker Spaniel   13 Bengal
4 Dachshund   14 Calico
5 German Shepherd   15 Maine Coon
6 Labrador Retriever   16 Manx
7 Pit Bull   17 Persian
8 Poodle   18 Russian Blue
9 Pug   19 Siamese
10 Rottweiler   20 Tabby

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 28; Weight: 1 lb.

Doorknocker of Barging: This brass door fixture is sculpted to form a leering gargoyle whose gangly arms end in fists balled together to form the knocker. When placed against a locked portal, it will remain in place until intentionally removed. If the doorknocker of barging is rapped three times against the affixed surface, requiring a move action, it casts a knock spell upon that portal. It also creates a resounding booming noise audible to anyone within 100 feet who makes a successful Listen check (DC 5). The knock ability of the doorknocker of barging may be used twice per day.

Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 30; Weight: 5 lb.

Firebug's Matchbook: When a match from this magic matchbook is lit (remember to close before striking), it may be thrown up to 20 feet. The ignited match deals 1d6+1 points of fire damage to any creature or object it strikes and sets alight any flammable non-attended objects within the target's 5-foot space. A firebug's matchbook typically contains twelve matches.

Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 29; Weight: --

Hand Buzzer of Voltage: Resembling a novelty store joy buzzer, this small device is capable of discharging a painful electric shock (1d8+1 points of electricity damage) once a day. The wearer of the hand buzzer of voltage must first charge the device by winding it up (as a move action), and then make a successful melee touch attack. If attacking a target wearing (or made from) a significant amount of metal, the touch attack is made with an additional +3 circumstance bonus. Once the hand buzzer of voltage is charged, the electric jolt may be held until the wearer chooses to discharge it. When attempting to conceal a worn hand buzzer of voltage, in addition to +12 for its Fine size, it gains an additional +2 equipment bonus (because it was designed to be concealed in the palm of a person's hand)--for a total bonus of +14 to Sleight of Hand skill checks.

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 28; Weight: --

Lucky Saltshaker: When a person, as a move action, tosses a single pinch of magic salt from this small saltshaker over her shoulder, she gains a +1 luck bonus to all skill checks, ability checks, and saving throws for the next hour. A typical lucky saltshaker contains ten "pinches" of salt. An individual may benefit from a maximum of five pinches (for a total luck bonus of +5) at any given time.

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 27; Weight: 0.5 lb.

Portable Peephole: When placed against a door or other surface of less than three inches of thickness, this device magically penetrates the surface, allowing its lens to emerge on the other side, affording viewers a fish-eye-type view of whatever is on the other side, within a 30-degree arc. Anyone on the side being observed may notice the peephole by making a successful Spot check (DC 15). The portable peephole will remain imbedded in the door until it is pulled free (from either side) with a minimum of exertion (Strength check DC 5).

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 29; Weight: --

Smiley Face Pin: This small, metal button bears a bright yellow smiley face that encourages people to regard its wearer in a slightly more friendly light. The wearer of a smiley face pin gains a +2 equipment bonus to all Charisma-based skill checks.

Type: Wondrous Item (magic); Caster Level: 1; Purchase DC: 29; Weight: --

SunLike Floodlight: This hand-held floodlight can be attached to a 9-volt battery or plugged into the lighter socket of a vehicle to project a bright beam of light that clearly illuminates objects up to 150' away. An auxiliary switch on the back of the floodlight turns on a second magical bulb that increases the intensity of the beam to produce an effect identical to the daylight spell for a single round. The magical bulb functions for six uses before it burns out. Replacement bulbs (Purchase DC 10) are available through various sources, including the manufacturer's website.

Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 29; Weight: 2 lb.

Visitor's Doormat: This small, weather-resistant rug (often adorned with messages, such as "Welcome", "Go Away", or "Please Wipe Your Feet") contains an extradimensional space large enough to hold a single tiny object, such as a house key. The space is activated when a person who stands on the visitor's doormat utters the command word. If there is an object stored in the doormat, it immediately appears under its upper right-hand corner. If there is no object currently being stored, and one is placed under the same corner, activating the doormat causes it to instantly vanish into the extradimensional space. If the visitor's doormat is destroyed, any object stored within the extradimensional space is automatically ejected.

Type: Wondrous Item (magic); Caster Level: 5; Purchase DC: 33; Weight: 2 lb.


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Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
 
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
 
Modern Magic Preview, Copyright 2004, The Game Mechanics, Inc.; Authors: Eric Cagle, Mike Montesa, Rich Redman, Mat Smith, and Stan!
Unless otherwise noted, all content ©2002-2008 The Game Mechanics, Inc. All rights reserved.
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