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Table of Contents
                            Front Cover
Table of Contents
Introduction
Chapter One: Spells
	Spell Descriptions
Chapter Two: Ritual Magic and Lesser Incantations
	The Ritualist
	Lesser Incantations
	Creating New Lesser Incantations
Chapter Three: Military Magic
	Military Issue Spellbooks
	Military Model 1: Rare and Secretive
	The Arcane Spec-Op
	Military Campaign Model 2: Available and Specialized
	The Thaumaturgical Specialist
	Military Campaign Model 3: Common as Dirt
	The Magic Grunt
	New Feats
	New Spells
	New FX Equipment
Chapter Four: FX Equipment
Appendix A: Spells, Modes, and Elements
Appendix B: Elementals
Appendix C: Open Game License
                        
Document Text Contents
Page 2

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countries and are used with permission.

Modern Magic, Volume One ©2004 The Game Mechanics, Inc. All rights reserved.
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THE GAME MECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
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is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.

Made in the U.S.A.

™ ™

MODERN MAGIC, VOLUME ONE
by Eric Cagle, Mike Montesa, and Mat Smith

Credits

Military Campaign Model 2: Available
and Specialized........................................25
The Thaumaturgical Specialist..........................26
Military Campaign Model 3: Common as Dirt.....28
The Magic Grunt ..............................................29
New Feats .......................................................31
New Spells ......................................................32
New FX Equipment ..........................................33
Chapter Four: FX Equipment..............................35
Appendix A: Spells, Modes, and Elements..........40
Appendix B: Elementals ....................................44
Appendix C: Open Game License........................45

Contents

Development: Rich Redman, Stan!
Editing: JD Wiker, Stan!

Creative Direction: Stan!
Proofreading: Vincent Szopa

Art Direction: Stan!
Layout and Typesetting: Marc Schmalz
Front & Back Cover Design: Marc Schmalz
Cover Art: Cheyenne Wright

Interior Art: Pete Schlough, Elijah Walker, Cheyenne Wright

Introduction .......................................................2
Chapter One: Spells ............................................3

Spell Descriptions ...........................................4
Chapter Two: Ritual Magic and
Lesser Incantations ................................11

The Ritualist .................................................11
Lesser Incantations .......................................14
Creating New Lesser Incantations...................16

Chapter Three: Military Magic ............................21
Military Issue Spellbooks .................................22
Military Campaign Model 1: Rare and Secretive 23
The Arcane Spec-Op ........................................23

http://www.thegamemechanics.com/

Page 23

22

Chapter Three: Military Magic

23

Chapter Three: Military Magic

Arcane versus Divine
There is very little practical difference
between arcane magic and divine
magic as far as the military is
concerned. Fireball and fl aming wrath
look pretty similar to the uninitiated
who must command spellcasters
regardless of their own magical talent.
There are two practical differences.
First is that divine casters can heal
themselves and others, so they are
far more likely to be trained in fi rst
aid and other medical skills, and
assigned to medical units. Second is
that divine casters have access to a lot
of powerful Abjuration magic, and will
be common in units defending against
magical or supernatural attacks.
Although the classes presented here
assume arcane spellcasting, they can
easily be modifi ed to include divine
casters.

large enough areas that at least some might survive a WMD
attack. A single American tank battalion may cover a line
several kilometers across, for example. Very, very few spells
affect an area that large. It’s possible to create incantations
that affect such areas.

Casting time: Under the d20 rules, firing most weapons
and casting most spells require an attack action. In that

sense, a single spell can be as
timely and effective as a bullet.
That is not to say that bullets
and spells are interchangeable.
As pointed out above, spells
have a much more limited range
than mundane ammunition. And
although some incantations can
affect large areas, they usually
take hours (and perhaps even
days) to cast—by the time the
incantation is complete, it may no
longer be relevant. Furthermore,
spells are in much shorter
supply—once a unit’s spellcasters
use all their spells there is no way
for them to resupply for a battle
later in the day.

Cost: Cost is a huge issue for
all weapons. For example, each
TOW II wire-guided anti-tank
missile is so expensive that they

are almost never fired in training. Instead, the army built
billion-dollar simulators that could be used over and over
for decades. Militaries must weight the cost of training in a
weapon system—including magic—and the cost of its use,
with the benefits the weapon provides. This may be a difficult
thing to do when it comes to magic. All spellcasters may be
taught the same spells, but they will have a fairly wide range
of results based on their individual arcane talents. Because
of this unpredictability, the military will often favor enlisting,
commissioning, or drafting individuals who already have a
certain level of spellcasting proficiency. That way they will be
able to accurately measure cost and effectiveness.

Availability: When a caster runs out of spells, she’s done
for the day. It doesn’t matter how good your military’s logistic
system is, you can’t back up a truck and unload more spells
for her. Military spellcasters must possess basic military skills
and be capable of serving in some other specialty such as
infantry or medical using only mundane tools.

Efficiency: Magic will not be adopted by any military
unless it does things more efficiently than an existing weapon
system, or does something an existing weapon system can’t.
Trained dogs are still used in battle because they’re cheaper
and better then chemical sensors when it comes to detecting
intruders or foreign objects (like land mines). Where magic
really shines is defending against other magic, and if such a
power exists then militaries will adopt it for that reason if no
other.

Military Issue Spellbooks
Military spellbooks are considered government property and,
as such, are strictly controlled by a soldier’s commanding
officers. The books contain only the spells to which the
service wants the spellcaster to have access. Exactly what
spells these are is up to the GM. While this limits the
number of options readily available to military spellcasters,
they know that they will have access to specialized spells
whenever a mission calls for them. While civilian spellcasters
must spend time and money hunting down new spells, their
military counterparts can simply requisition them. Military
spellcasters likewise gain the advantage of being told which
spells will be most helpful in the coming mission, making it
easier for them to use their spell slots more efficiently.

Military spellbooks often come in printed form (books,
binders, and pamphlets), but these are often written in code,
requiring a successful Decipher Script check (DC 15 + a
number equal to the highest level spell contained in the book).
This check gains a +5 bonus if the character attempting it has
been given training in the code (all spellcasting troops are
trained in the codes most commonly used by their military).
In addition, the military gives officers pamphlets that contain
the key to unlocking the code. Use of the applicable pamphlet
provides a +5 bonus to the Decipher Script check.

Other military spellbooks come in electronic form (PDA,
laptop, or desktop computer) but these are always password
protected to prevent the information from falling into the
hands of the enemy. If an incorrect password is given,
the user has 60 seconds to input the correct password or
the computer will erase the file, then scuttle its hard drive
with a pinpoint charge of plastic explosives (1d6 points of
concussion damage, 5-foot blast radius).

From time to time military spellcasters will be asked to
return their current spellbooks and will be issued new ones.
The basic spells are always there, but the advanced ones
will change from issue to issue. As a result, many military
spellcasters begin to keep personal spellbooks, transcribing
as many issued spells into them as possible. Technically, this
is illegal—a military spellcaster’s repertoire is supposed to
be as tightly controlled as an infantry trooper’s armament.

Commanding officers usually allow the practice of
keeping personal spellbooks for the same reason they
overlook frontline soldiers carrying personal weapons—they
know that the practice provides the spellcasters with more
options and greater flexibility in case of emergencies.
However, if the brass is looking for an excuse to discipline
a spellcaster, possession of a personal spellbook will often
be the cited offense. Being caught using classified spells in
non-emergency situations is usually enough to start such
disciplinary action.

When a spellcasters are about to leave active duty, they
are invited to an unofficial meeting with an officer from
Military Intelligence. The officer tells them that they must
submit their personal spellbooks for approval. Any spells that
have been designated for military use only will be removed,
but the individuals will be allowed to keep the remainder
(so that they can make use of their magical training in their

Page 24

22

Chapter Three: Military Magic

23

Chapter Three: Military Magic

new civilian lives). Failing to comply or otherwise leaving
with classified spells is a federal offense commensurate with
selling secrets to the enemy.

Sample Military Spellbooks
GMs may wonder what exactly goes into a typical military
issue spellbook. The answer is a little bit of everything. The
general-purpose military spellbooks contain only spells that
will be applicable in a wide range of situations. They run the
gamut from 0-level to 5th level, even though the soldier will be
unable to use many of them for several months or more. This
serves as an incentive for the spellcaster to study and saves
the military the cost of printing different spellbooks for each
stage of magical development.

Mission-specific spellbooks have fewer all-purpose spells.
However they do contain a greater number of high-powered
spells that pertain to the specific conditions and objective of
the mission. They may contain one or more classified spells
(which will be clearly marked) as well as modifications to the
usual rules of engagement. These spellbooks are always to be
returned once the mission is over.

Below we present a pair of sample spell lists—one for a
general-purpose spellbook, the other for an arcane special
forces hostage rescue mission. (The lists include spells from
this book, the d20 Modern Roleplaying Game, Urban Arcana,
and the Modern Player’s Companion).

FM–A–Z77 Basic Incantations
0-Level—Light, manual focus binoculars, message, read magic
1st-level—Light gathering eyes, magic missile, power device,
sleep
2nd-level—Blur, darkvision, enhance ability, handgun,
invisibility, protection from bullets
3rd-level—Dispel magic, fireball, greater hand gun, hand
grenade, haste, invisibility sphere, slow
4th-level—Arcane eye, confusion, dimension door, fear, minor
globe of invulnerability, shout
5th-level—Cloudkill, passwall, telekinesis, wall of force

ASF–UT3–004
0-Level—Welding touch
1st-level—Bypass bystanders, hold portal, phantom sniper,
sparkly shiny, tinnitus, true strike
2nd-level—Kill switch, knock, laughing gas

Arcane Spells and Armor
The classes presented here can become proficient in the use
of armor, but each still has a difficult time casting most arcane
spells while wearing it. Armor restricts movement, making it
harder to perform the complicated gestures needed to cast
spells with somatic components (see Chapter 10 of the d20
Modern Roleplaying Game). When casting an arcane spell
with a somatic component, the chance of arcane spell failure
depends on the type of armor being worn and whether the
Arcane Spec-Op has the appropriate Armor Proficiency feat, as
shown below.

Armor
Type

Arcane Spell Failure
(Proficient)

Arcane Spell Failure
(Nonproficient)

Light 10% 20%
Medium 20% 30%
Heavy 30% 40%

Military Campaign Model 1:
Rare and Secretive

Magic exists. Certain rare specialists understand and
manipulate it. Working alone and without tutors or
reliable information, they develop their powers over
decades. Campaign models like
Shadowchasers, presented in
Chapter Nine: Campaign Models
of the d20 Modern Roleplaying
Game, fall into this category.
Movies like Big Trouble in Little
China might also.

It tends to be true that we,
as human beings, fear things we
don’t understand. Governments,
being made up of human beings,
react the same way. At the same
time, we all seek advantages
that help us get what we want.
So in this sort of campaign,
governments both fear and covet
magic. Of the three models, this
one has the least impact on the military. In critical situations,
intelligence “spooks” may be loaned out to the military,
complete with arcane knowledge and skills.

The Arcane Spec-Op
Many intelligence agencies have paramilitary arms. For
example, the United States Central Intelligence Agency has
its Special Operations Group (SOG). These units have tiny
administrative sections. When they need to conduct field
operations, they task elite military units to provide soldiers.
The Arcane Spec-Op prestige class represents such a
soldier, recognized for his arcane talent and military skill,
and recruited for arcane operations. While they do not gain
spells as quickly as other spellcasting classes, the Arcane
Spec-Ops are trained to integrate magic and commando
tactics into swift, flexible, overpowering combinations. In fact,
many spellcasters who join up do so with the specific goal of
becoming an Arcane Spec-Op.

Select this prestige class if you want your character to be
a spellcasting commando serving in an elite, highly secretive
unit, and be trained for precision military strikes that combine
mundane and magical firepower into a devastating attack.

The fastest path into this prestige class is through a
combination of the Strong hero basic class and the Mage
advanced class, though other paths are possible.

Department-7
In a Rare and Secretive military
campaign, Department-7 is a
government agency composed
of spellcasters who hunt other
spellcasters. Any time civilian activities
occur within the United States (or the
country where your campaign is set)
that might involve magic, Department-
7 investigates and attempts to recruit
the spellcaster into either their own
organization or the military’s special
forces . If a spellcaster refuses to be
recruited, Department-7 is perfectly
willing to lobotomize or simply kill that
caster.

Page 45

44

Elementals are incarnations of the basic substance of nature.
While elementals exist in many forms and sizes, these
particular elementals are summoned by magic items presented
in Chapter Four.

Air Elemental
Air Elemental: CR 6; Large elemental (air); HD 8d8+24; hp
60; Mas 16; Init +11; Spd fly 100 ft. (perfect); Defense 20,
touch 16, flat-footed 13 (–1 size, +7 Dex, +4 natural); BAB
+6; Grap +12; Atk +7 melee (2d6+2, slam); Full Atk +7
melee (2d6+2, 2 slams), or +12 ranged; FS 10 ft. by 10 ft.;
Reach 10 ft.; SQ Air mastery, whirlwind, DR 5/–, darkvision 60
ft., elemental traits; AL none; SV Fort +5, Ref +13, Will +2;
AP 0, Rep +0; Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11.

Skills: Hide +15, Listen +5, Move Silently +16, Spot +6.
Feats: Improved Initiative.
Advancement: 9–15 HD (Large).
Air Mastery (Ex): Airborne creatures take a –1 penalty on

attack and damage rolls against an air elemental.
Whirlwind (Su): The air elemental can transform itself into

a whirlwind once every 10 minutes and remain in that form for
up to 1 round for every 2 HD it has (4 rounds for a Large air
elemental). In this form, the elemental can move through the
air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide
at the top, and up to 50 feet tall, depending on the elemental’s
size; the Large air elemental ranges from 10-40 feet tall. The
elemental may control the exact height, but it must always be
at least 10 feet.

The elemental’s movement while in whirlwind form does not
provoke attacks of opportunity, even if the elemental enters
the space another creature occupies. Another creature might
be caught in the whirlwind if it touches or enters the whirlwind,
or if the elemental moves into or through the creature’s space.

Creatures one or more size categories smaller than the
elemental might take damage when caught in the whirlwind and
may be lifted into the air. An affected creature must succeed
on a Reflex save when it comes into contact with the whirlwind
or take 2d6 damage. It must also succeed on a second Reflex
save or be picked up bodily and held suspended in the
powerful winds, automatically taking 2d6 damage each round.
A creature that can fly is allowed a Reflex save each round to
escape the whirlwind. The creature still takes damage but can
leave if the save is successful. The DC for saves against the
whirlwind’s effects is 16 (for a Large air elemental). The save
DC is Strength based.

Creatures trapped in the whirlwind cannot move except
to go where the elemental carries them or to escape the
whirlwind.

Creatures caught in the whirlwind can otherwise act
normally, but must succeed on a Concentration check (DC 15

+ spell level) if they wish to cast a spell. Creatures caught in
the whirlwind take a –4 penalty to Dexterity and a –2 penalty
on attack rolls. The elemental can have only as many creatures
trapped inside the whirlwind at one time as will fit inside the
whirlwind’s volume.

The elemental can eject any carried creatures whenever it
wishes, depositing them wherever the whirlwind happens to be.
A summoned elemental—such as the one created by a balloon
of air elemental summoning—always ejects trapped creatures
before returning to its home plane.

If the whirlwind’s base touches the ground, it creates
a swirling cloud of debris. This cloud is centered on the
elemental and has a diameter equal to half the whirlwind’s
height. The cloud obscures all vision, including darkvision,
beyond 5 feet. Creatures 5 feet away have concealment, while
those farther away have total concealment.

Those caught in the cloud must succeed on a Concentration
check (DC 15 + spell level) to cast a spell.

An elemental in whirlwind form cannot make slam attacks
and does not threaten the area around it.

Earth Elemental
Earth Elemental: CR 6; Large elemental (earth); HD 8d8+32;
hp 68; Mas 19; Init –1; Spd 20 ft.; Defense 18, touch 8, flat-
footed 18 (–1 size, –1 Dex, +10 natural); BAB +6; Grap +17;
Atk +12 melee (2d8+7, slam); Full Atk +12 melee (2d8+7,
2 slams), or +4 ranged; FS 10 ft. by 10 ft.; Reach 10 ft.; SQ
Earth mastery, push, DR 5/–, earth glide, darkvision 60 ft.,
elemental traits; AL none; SV Fort +10, Ref +1, Will +2; AP 0,
Rep +0; Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11.

Skills: Climb +14, Intimidate +8, Listen +6, Spot +5.
Feats: Power Attack.
Advancement: 9–15 HD (Large).
Earth Mastery (Ex): An earth elemental gains a +1 bonus

on attack and damage rolls if both it and its foe are touching
the ground. If an opponent is airborne or waterborne, the
elemental takes a –4 penalty on attack and damage rolls.
(These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush
maneuver without provoking an attack of opportunity. The
combat modifiers given in Earth Mastery, above, also apply to
the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through
stone, dirt, or almost any other sort of earth (except metal)
as easily as a fish swims through water. Its burrowing leaves
behind no tunnel or hole, nor does it create any ripple or other
signs of its presence. At the GM’s discretion, spells or psionic
powers that move large quantities of earth flings a burrowing
elemental back 30 feet, stunning the creature for 1 round
unless it succeeds on a DC 15 Fortitude save.

Appendix B: Elementals

Page 46

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000
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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,
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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, Volume One, Copyright 2004, The Game Mechanics, Inc.; Authors: Eric Cagle,
Mike Montesa, and Mat Smith

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