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Modern Magic, Volume Two

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$6.60

By Eric Cagle (Urban Arcana Campaign Setting, d20 Menace Manual), Rich Redman (d20 Modern Roleplaying Game, Dungeon Master's Guide v3.5), Mat Smith (Modern Magic, Volume One), and Stan! (Urban Arcana Campaign Setting, Modern Player's Companion).
Interrior art by Clarence Harrison, Pete Schlough, and Jacob Elijah Walker.
Cover Art by Jacob Elijah Walker.

Magic is no longer confined to dank dungeons where half-mad hermits perform timeless rites. Spellcasters can now be found in every walk of life, from the bedroom to the boardroom. Ancient traditions mixed with the hippest trends result in spells and trinkets that are as chic as they are powerful.

This modern d20 System supplement picks up where best selling Modern Magic, Volume One left off--bringing magic and spellcasting into the 21st century. A spellcaster's creativity is the only limit when centuries old traditions meet cutting edge technology.

Modern Magic, Volume Two includes:
  • New spells created with a modern perspective, such as kill switch and cranial hard drive.
  • New magic items the combine cutting edge technology with arcane powers, such as closed-circuit stickers and Jimmy's credit card.
  • Rules for Voudon spellcasting, the Loa, and ritual possessions.
  • Details on using forensic science to investigate magical crimes, including the new Arcane Investigator advanced class.
  • Talismans, natural elements, and rituals that nonspellcasters can use to protect themselves from magical attack.

Modern Magic, Volume Two is the second in a two-volume series aimed designed to bring a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game.

This product requires the use of the d20 Modern Roleplaying Game and the Urban Arcana Campaign Setting, published by Wizards of the Coast, Inc. Modern Magic, Volume Two features concepts and rules originally presented in the Modern Player's Companion, published by The Game Mechanics and Green Ronin Publishing. Modern Player's Companion is also available as two PDFs (Volume One, Volume Two) from RPGNow.com. For players and Gamemasters, this product is compatible with other d20 System roleplaying games.


Modern Sourcebooks from The Game Mechanics

Modern Player's Companion, Volume One
With all the great material in the core rulebook, what else could you possibly need for modern-era d20 roleplaying? How about class combinations that help you to construct the character you want using only the basic classes? Or inside tips on why the rules work the way they do? This book features those and more, including new advanced classes, new equipment, new feats, and starting equipment packages to help speed up character creation.
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Modern Player's Companion, Volume Two
When building a character for your modern d20 System game, there's no such thing as too many options. This book picks up where the Volume I left off, providing more feats, advanced classes, equipment, and equipment packages. You'll also find prestige classes, spells, magic items, variant rules for use in combat and with the Wealth system, and more tips on why the game works the way it does, all written by people who designed the rules in the first place.
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Martial Arts Mayhem, Volume One
Rich Redman adds depth and flavor to the martial arts options in the d20 Modern Roleplaying Game. Martial Arts Mayhem, Volume One builds on the free material already published on The Game Mechanics website. When you use this supplement, every melee combat is unique thanks to added customization. Your heroes are no longer limited to the Brawl feat tree, the Combat Martial Arts feat tree, and Defensive Martial Arts. Instead, your heroes can become masters of diverse and specialized martial arts schools.
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Martial Arts Mayhem, Volume Two
Rich Redman adds still more depth and flavor to the martial arts options in the d20 Modern Roleplaying Game. Martial Arts Mayhem, Volume Two builds on the free material already published on The Game Mechanics website and ups the ante with more schools, feats, secret techniques, and campaign options!
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Modern Magic, Volume One
This modern d20 System supplement brings magic and spellcasting into the 21st century. Today's mages, witches, and conjurers bring magic to the cutting edge, and corporations, researchers, and the military are using magic to give them an edge over their competitors. Modern Magic, Volume One includes new spells and items crafted with a modern perspective, expanded rules for ritual magic, new classes for spellcasting heroes, and new feats to help spellcasters refine their powers. Modern Magic, Volume One brings a fresh, contemporary feel to the magic and spellcasting in your modern d20 System game.
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Modern Magic, Volume Two
This modern d20 System supplement picks up where best selling Modern Magic, Volume One left off—-bringing magic and spellcasting into the 21st century. A spellcaster's creativity is the only limit when centuries old traditions meet cutting edge technology. Modern Magic, Volume Two includes more new magic spells and items as well as rules for Voudon spellcasting, the Loa, and ritual possessions as well as new rules covering forensic investigations of magical crimes and new ways for nonspellcasters to protect themselves from magical attacks.
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Modern Organizations: Crime and Punishment
This modern d20 System sourcebook details seven organizations that heroes are likely to encounter in just about any modern campaign setting. Inside, you'll learn details about criminal and justice groups from the mysterious assassins of the House of Dusk to the vigilantes in the Shield of Justice. On the way, you'll meet characters like Solomon "Big Solly D" Dimitriano and fourth-generation policeman Captain Anton Dwyer, each with character backgrounds and stat blocks. Each organization also includes new game options, including new rules for bribery, action points, and sneak attacks.
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Sci-Fi Sourcebooks from The Game Mechanics

Future Player's Companion: Tomorrows' Foundation
Like its spiritual predecessor (Modern Player's Companion), the Future Player's Companion focuses on the material used in character creation and game play designed for use by players but also valuable for Gamemasters. Tomorrows' Foundation, the first FPC volume, provides more character fundamentals for your sci-fi d20 System game. From basics such as talent trees to innovative new options like Environment Packages for characters from alien worlds, we give you the tools necessary to define your hero of tomorrow.
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Future Player's Companion: Tomorrows' Hero
Tomorrows' Hero brings theory to practice. Building on the material from Tomorrows' Foundation, we work through methods for building your starting sci-fi hero. Inside, you will find systems for creating your sci-fi hero with options like mutations and cybernetics, new rules for bioware, biotech, and genetic engineering, guidelines for creating new player races, and much more.
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Future Player's Companion: Tomorrows' Evolution
Tomorrows' Evolution focuses on options for advancing your sci-fi hero in experience and equipment. Inside, you'll find new advanced and prestige classes; cybernetic upgrades for flesh-and-blood heroes; new equipment, plus gadgets to modify existing equipment; and rules for defining designer drugs.
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Reviews (6)
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Reviews
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August 29th, 2004
Modern Magic, Volume Two is a well written and quite useful product. I recommend this product to anyone running a D20 Modern game in which FX is used. Plenty of spells, and many great ideas abound in this product. More to the point, plenty of value [...]
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July 22nd, 2004
I really liked Modern Magic Volume One, and I have to say I like Modern Magic Volume Two even more. The rules for Voudon magic ("Voodoo") are my favorite part of this PDF - a clever modern take on the excellent Voudan rules from Skull & [...]
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June 3rd, 2004
An excellent compagnion for those who run modern supernatural games. A+ material. [...]
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May 28th, 2004
An exceptional product (the guys at The Game Mechanics never do any less) that any FX or Urban Arcana campaign should incorporate. I could have done with less voodoo, and seee that space used for more items, spells, feats, classes, magical talent trees [...]
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May 26th, 2004
Quality writing, very well laid out, with decent artwork, modern Magic Vol 2 brings us Voodoo, minor magic items for mundanes, and a whole bunch of new spells and FX items. As always the quirky names of the items are great fun (A superhero t-shirt [...]
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Product Information
Electrum seller
Edition
1.0
Publisher Stock #
TGM-1011
File Size:
2.08 MB
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Original electronic
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File Last Updated:
May 24, 2004
This title was added to our catalog on May 24, 2004.
Publisher Info
The Game Mechanics
The Game Mechanics
Publisher Average Rating