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Modern Magic, Volume Two $6.60
Average Rating:4.5 / 5
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Modern Magic, Volume Two
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Modern Magic, Volume Two
Publisher: The Game Mechanics
by Charles B. [Verified Purchaser]
Date Added: 08/29/2004 00:00:00
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 for the dollar.

Rating:
[5 of 5 Stars!]
Modern Magic, Volume Two
Publisher: The Game Mechanics
by Joseph B. [Verified Purchaser]
Date Added: 07/22/2004 00:00:00
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 & Bones. I also liked the rules for talismans (4 leaf clovers, rabbit's feet) and other magical protections for non-spellcasters. You can now ward off the Evil Eye in your d20 Modern game!

Slowly but surely, I'm piecing together all the components I need for my d20 Modern Dark*Matter campaign. :)



Rating:
[5 of 5 Stars!]
Modern Magic, Volume Two
Publisher: The Game Mechanics
by Peter P. [Verified Purchaser]
Date Added: 06/03/2004 00:00:00
An excellent compagnion for those who run modern supernatural games. A+ material.

Rating:
[4 of 5 Stars!]
Modern Magic, Volume Two
Publisher: The Game Mechanics
by Robert O. [Verified Purchaser]
Date Added: 05/28/2004 00:00:00
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 for base classes, etc.. etc..

Rating:
[4 of 5 Stars!]
Modern Magic, Volume Two
Publisher: The Game Mechanics
by Phil W. [Verified Purchaser]
Date Added: 05/26/2004 00:00:00
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 that gives you a DR anyone?), and useful.

I'm kinda confused about the addition of the elementals at the back, seems extraneous to me, but I guess there may be groups out there who dont have the Monster Manual, but do play D20Modern.



Rating:
[5 of 5 Stars!]
Modern Magic, Volume Two
Publisher: The Game Mechanics
by Curtis O. [Verified Purchaser]
Date Added: 05/25/2004 00:00:00
46 Pages, Bookmarked w/ good art. Another good TGM product.

The level of FX in a campaign has been something like A) "firehose" or B) "nothing". TGM provides us with a 3rd option more based on urban legend and modern religion rather than relying on the purely fantasy system. Here you can mix and match magical elements anywhere from a very low FX campaign to fireball-in-your-face high FX games.

New in this volume is a serious "creepy" factor. Any Anita Blake fan will dig the Voudonist in this volume of Modern Magic.

I'm giving the product 4-stars, but only because the bar on TGM should be higher. Compared to the entire body of eBooks it's easily a 5-star product. This work lacks any "color" text. It has all the rules, but IMHO a little story block here and there helps bring the rules to life and spark imaginative play.

Both volumes stand alone well. Together you could chuck the WotC magic rules out altogether or blend it all in to a massively rich magic campaign. Which spell caster is best? Who can say?

Rating:
[4 of 5 Stars!]
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