Modern Magic, Vol 2
Modern Magic, Vol 2
Modern Magic, Vol 2
™ ™
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Introduction
When most people hear words like “magic” and “spellcaster,” d20 System products, but these are crafted with the modern
their minds immediately bring up images of burlap-robed spellcaster in mind.
sorcerers working over wrought-iron cauldrons in the dark Chapter Two contains everything you need to bring Voudon
shadows of a dank dungeon. For many, magic is something magic to your campaign. It provides background information
that belongs to the past, a notion that has as much bearing on the Loa—spiritual creatures who grant magic to (and
on modern settings and roleplaying games as leeches do on occasionally take over the bodies of) their followers—as well
modern medicine. Well, we’re here to tell you, that just ain’t so. as rules for spellcasters who deal with the Loa and creatures
Magic is alive and well in modern fiction and modern known as djab.
roleplaying. The problem is, too often it is merely medieval Chapter Three deals with the ways that non-spellcasters
magic transplanted into the future—beliefs, practices, and can protect themselves from magical forces. It also talks
applications that remain unchanged though hundreds or about using forensic evidence gathering techniques on crime
thousands of years from their origins. Nothing survives that scenes where magic was used. Finally, it introduces the Arcane
long intact; each new generation uses its politics, mores, Investigator—a new prestige class for mundane characters
and understanding of the world to modify everything who deal with supernatural crimes.
from medicine to religion. Though a person may be part Chapter Four contains a plethora of new FX items—not just
of a tradition that stretches back several generations— the usual wands and staves, but equipment designed to meld
membership in an ancient fraternal order, or adherence to smoothly into your heroes’ modern lifestyles.
a particular philosophy or ideology—his modern form of
participation likely bears only superficial resemblance to what How To Use This Book
was done by the originators. It is silly, therefore, to think that Modern Magic, Volume Two simply functions as a companion to
magic—real magic—would survive through the ages without your other modern d20 System books. Once your GM approves
evolving in some way. the use of various chapters, keep them handy whenever your
Modern Magic, Volume Two (along with its companion heroes level up. When your spellcaster gains spell slots, refer
volume) has two goals. The first is to add a modern sensibility to Chapter One. When your character has the option to buy new
to traditional roleplaying magic. We have tried to determine equipment, turn to Chapter Four.
what sorts of spells and items today’s arcanists would develop If you make a hero using the new rules in Chapter Two or
if the modern d20 System spellcasting rules really worked Chapter Three, you may have to refer to the material several
in the world outside your window. Some of them are deadly times each game session until you become intimately familiar
serious, others are more whimsical, but they represent the with their details.
broad vision and varied applications that we as a species bring
to everything from science to the arts. For The Game Master
The book’s second goal is to expand the modern d20 We understand that the single biggest concern for you as a
System’s magical repertoire by bringing in real world beliefs GM is whether or not new source material will unbalance your
and practices. There are many religions and philosophies campaign. It is important that you know how this new material
that speak of spellcasting, items of power, and supernatural synchs up with your existing books (particularly the core rules).
creatures. Some are easy to replicate with the existing rules, All of the designers, developers, and editors on in Modern
but Modern Magic, Volume Two (along with Volume One) Magic, Volume Two are people you will find on the credits
provides the basis for bringing more complex magical traditions pages of the official modern d20 System books published
into your game. by Wizards of the Coast. We have applied the same stringent
design philosophy, editorial standards, and game knowledge
What’s In This Book? we use when working for Wizards. In other words, this is exactly
Chapter One provides a spellbook full of new spells with a the book we would have written for Wizards, had they put a
modern twist. Anyone can import medieval spells from fantasy book like this on their schedule.
2
Chapter One: Spells
We live in a world where virtually all commercially available 4th- level Arcane Spells
goods or services may be custom-tailored to fit a specific Autopilot, Greater—Vehicle drives itself and may perform
individual’s tastes or desires. It only makes sense that simple maneuvers.
spellcasters would be driven to seek out or create spells that Cranial Hard Drive—Subject may download data to his brain.
suit their particular needs as well. Many are created to assist
with day-to-day living and labor while others are formulated Divine Spells
with specific combat or clandestine use in mind. Inspired by a
variety of sources such as books, movies, television, comics, 1st- level Divine Spells
hobby gaming, mundane life, or a more adventurous lifestyle, Be the Ball—+10 to a single physical skill check.
the spells created by modern spellcasters are as varied as they Jargon—Provides a bonus to some Knowledge skill checks.
are versatile. The following spells are just a sampling of the Questionnaire—Subject answers yes/no questions truthfully.
eclectic and ever-expanding array of magic spells available to Sparkly Shiny—Target object mesmerizes viewers.
the modern spellcaster. Tinnitus—Ringing in ears causes disorientation and distraction.
Autopilot, Greater This spell causes 1d4 tires on a wheeled vehicle to suddenly
Transmutation burst. (The GM determines which tires are affected.) If the
Level: Arcane 4; Components: V, S, F; Casting Time: Attack vehicle is in motion, the driver must immediately make a Drive
action; Range: Touch; Target: One motor vehicle; Duration: 1 check, with the DC based on how many of the vehicle’s tires
hour/level or until dispelled (see text); Saving Throw: None; are flattened.
Spell Resistance: No Flat Tires Drive Check DC
1 15
This spell functions identically to autopilot, except that the
2 19
vehicle is capable of driving itself under slightly more difficult
circumstances. Additionally, if the vehicle has an on-board 3 23
GPS/mapping computer installed, it is capable of following a 4 27
pre-programmed route. A vehicle with more than half its tires destroyed can travel
A vehicle under the influence of a greater autopilot is no faster than street speed. (For the effects of driving a
capable of performing simple maneuvers (described in Chapter vehicle with flat tires, refer to Losing Control in Chapter Five:
Five: Combat in the d20 Modern Roleplaying Game) and Combat in the d20 Modern Roleplaying Game.)
handling more challenging driving conditions. Material Component: Four thumbtacks, nails, or other small,
Any kind of extreme condition, circumstance, or event that sharp objects.
forces the vehicle to make a Drive check with a DC greater
than 10 immediately dispels the greater autopilot, thus Carillon
failing the check. Enchantment [Mind-Affecting, Sonic]
Focus: A dashboard figurine. Level: Divine 4; Components: F; Casting Time: Attack action;
Range: Personal; Area: All creatures within 50 ft.; Duration:
Be the Ball 1 minute/level (D); Saving Throw: Will negates; Spell
Enchantment [Mind-Affecting] Resistance: Yes
Level: Divine 1, Arcane 1; Components: V, S, F; Casting
Time: Attack action; Range: Close (25 ft. + 5 ft./2 levels); Resonating chimes uplift your allies and disconcert your
Target: One creature; Duration: Until used or 1 minute/level; enemies. Allies gain a morale bonus of +1 per caster level
Saving Throw: Will negates (harmless); Spell Resistance: to attack rolls and saving throws against fear effects, while
Yes (harmless) enemies suffer a penalty of –1 per caster level to attack rolls
and saving throws against fear effects. Additionally, all affected
This spell imparts a single-minded intensity that allows the creatures receive a +2 circumstance bonus to saving throws
affected person to focus on the task at hand to such an extent against other sonic effects.
that he gains a +10 insight bonus to a single physical action When carillon expires, or upon leaving the targeted area, all
(e.g., firing a single shot, picking a lock, sinking a challenging affected enemies are deafened for an amount of time equal to
putt, walking a tightrope). double that of the duration of the spell. (See the “Character
Focus: A golf ball. Condition Summary” sidebar in Chapter Five: Combat in the
d20 Modern Roleplaying Game.)
Bloodcurdling Scream Creatures that are deafened or otherwise unable to hear
Necromancy [Fear, Mind-Affecting, Sonic] the divine tintinnabulation of the carillon when first exposed
Level: Divine 2; Components: V; Casting Time: Attack to it are not affected. Any such hearing protection must be
action; Range: Personal; Area: 25 ft. + 5 ft./level emanation; complete; simply sticking one’s fingers in one’s ears won’t
Duration: 1 round/level; Saving Throw: Will negates; Spell prevent the effect.
Resistance: Yes Focus: A brass hand bell.
You let out a nerve-rattling scream that causes enemy living Cellular Barrage
creatures to become shaken for the duration of the spell (see Evocation
the Character Condition Summary sidebar of Chapter Five: Level: Arcane 1; Components: S, F; Casting Time: Attack
Combat in the d20 Modern Roleplaying Game). Creatures action; Range: Long (400 ft. + 40 ft./level); Area: 50-foot
entering the area after the casting, but before the end of the radius emanation; Duration: 1 minute/level; Saving Throw:
duration, are not affected. None (see text); Spell Resistance: No
4
Chapter One: Spells
Upon casting this spell, all cellular phones within the affected Pilot skill check you fail. The spell lasts ten minutes per level, or
area begin to ring incessantly as if someone were calling, until all skill checks are made, whichever comes first.
letting it ring once, hanging up, and calling again—over and
over. Call ID- and Caller ID-type functions display “Unknown” as Download Skill
the source of the repeated calls. Enchantment [Mind-Affecting]
If a cellular phone in the area is in use when cellular Level: Arcane 1; Components: V, S, M; Casting Time: Attack
barrage is cast, the phone is cut off, as if it had lost its signal. action; Range: Personal; Target: You; Duration: 5 minutes
Thereafter, it is treated the same as any other cellular phone.
Dialing out on a cell phone inside the area affected by a This spell provides you with a +5 insight bonus to a single
cellular barrage is possible, by first making a successful Reflex chosen skill, even one that normally cannot be used untrained.
saving throw (before each call attempted). While download skill provides you with a rudimentary
Shutting off a cell phone stops the effects of cellular understanding of a skill, you may not take 10 or take 20 on
barrage, but only while powered off. If a phone is shut off and any skill checks unless you actually have ranks in that skill and
then turned on again before the spell’s duration ends, the time permits.
phone begins ringing again. Material Component: A computer chip.
The cacophony of ringing cell phones increases Listen
check DCs by +1 for every two phones affected by the cellular Ectodermis
barrage. Abjuration/Conjuration (Creation)
Focus: An operational cellular phone. Level: Divine 2, Arcane 2; Components: V, S, M; Casting
Time: Attack action; Range: Touch; Target: Creature touched;
Cranial Hard Drive Duration: 1 hour/level (D); Saving Throw: Fortitude negates
Enchantment (harmless); Spell Resistance: Yes (harmless)
Level: Arcane 4; Components: S, F; Casting Time: One
minute; Range: Touch; Target: One personal computer or data A segmented layer of tough but flexible chitin forms over the
storage device; Duration: 30 minutes/level; Saving Throw: subject’s flesh, giving him a somewhat insectoid appearance,
None; Spell Resistance: Yes and providing a natural armor bonus of +1/two caster levels
(maximum +5). The chitinous plating also provides energy
This spell allows the caster to copy all the data from a personal resistance of +2/two caster levels (maximum +10) against
computer, external hard drive, or other data storage device (up the caster’s choice of one of five energy types: acid, cold,
to 1 GB), store it in her own brain, and then transfer that data electricity, fire, sonic/concussion.
onto another computer or storage device. The coloration of the ectodermis reflects the energy type
While stored in her head, the data is inaccessible and the chosen at the time of casting:
caster temporarily loses 1 point of Intelligence (as it takes up Energy Type Ectodermis Color
valuable mental circuitry), which may be restored at the cost of
Acid Green
losing the data.
Cold Brown
When the spell ends, the caster purges any remaining data,
losing all memory of its contents and instantly restoring the Electricity Blue
lost Intelligence. Fire Red
Focus: Networking cable compatible with targeted computer Sonic/concussion Black
or device.
Unlike mundane armor, the ectodermis carries no armor
Divine Copilot penalty, maximum Dexterity bonus, arcane spell failure, or
Conjuration speed reduction.
Level: Divine 3; Components: V, S; Casting Time: Attack Material Component: A beetle carapace.
action; Range: Personal; Target: Computer or device touched;
Effect: One invisible, shapeless, insubstantial copilot; Flashpaint
Duration: Until all skill checks are made or 10 minutes/level Conjuration (Creation)
Level: Arcane 0; Components: V, S, M; Casting Time: Attack
A divine copilot is an invisible, shapeless, insubstantial force action; Range: Close (25 ft. + 5 ft./2 levels); Target: One
that rides along as you drive or pilot a vehicle, providing vehicle; Duration: Permanent; Saving Throw: Reflex negates
assistance in dangerous situations. While the spell is in effect, (harmless); Spell Resistance: Yes (harmless)
if you fail a Drive or Pilot skill check, you may immediately roll
one additional Drive or Pilot check (as appropriate), with the This spell allows you to instantly give a vehicle (size category
same modifiers, and use the better of the two results. Huge or smaller) a new paint job. You can alter the color,
The divine copilot may make a number of Drive or Pilot finish, detail work, and any other superficial aspect of the
checks equal to your Wisdom bonus +1 before ceasing to exist, vehicle’s painted surface to create simple designs (such as
though the divine copilot only intervenes once for each Drive or racing stripes or a flame job). Flashpaint cannot change the
5
Chapter One: Spells
color of a vehicle’s interior, or the details of its license plate grenade. Hand grenade requires the caster to have both hands
(state and number). free—one balled up in a fist to serve as the grenade, and the
Material Component: A paintball. other to “pull the pin”.
Hand grenade conjures one grenade/three caster levels,
Floor It which may be thrown, one at a time, as a ranged attack. The
Transmutation type of grenade conjured is determined by the caster each
Level: Arcane 2; Components: V, S, M; Casting Time: Attack time he “picks up” a hand grenade, and may be selected from
action; Range: Close (25 ft. + 5 ft./2 levels); Target: One the following: fragmentation, smoke, or tear gas. Once the
vehicle; Duration: 3 rounds; Saving Throw: Reflex negates; “pin” has been “pulled” on a hand grenade, it is considered
Spell Resistance: Yes to be a live explosive, functioning identically to its normal
counterpart, as detailed in Chapter Four: Equipment of the d20
When you cause a vehicle to floor it, the speed category Modern Roleplaying Game.
at which it is currently traveling increases by two steps Hand grenade may only be thrown when your hands are
(from alley speed to highway speed, for example). The top pantomiming the action of priming and throwing a grenade, but
speed of the vehicle also increases by 50%, allowing it to your hands are otherwise unaffected by the spell and able to
accelerate beyond its normal limits. This sudden burst of function normally. Only you may “pull the pin” and throw the
speed forces the driver of the targeted vehicle to immediately hand grenade.
make a successful Drive check (DC 10) to retain control of
the vehicle. Instant Fame
If the vehicle is moving at a speed greater than its normal Illusion
top speed when the spell ends, the vehicle immediately slows Level: Divine 4; Components: V, S, M; Casting Time: Attack
down, decreasing by two speed categories, forcing the driver to action; Range: Close (25 ft. + 5 ft./2 levels); Target: One
make another successful Drive check (DC 10) to retain control creature; Duration: 15 minutes; Saving Throw: Will negates;
of the vehicle. Spell Resistance: Yes
Material Component: A pinch of tire rubber scraped from a
mark left by a vehicle as it “peeled out.” The subject of an instant fame spell gains a +5 circumstance
bonus to reputation checks for the duration of the spell.
Gender Bender Material Component: A copy of an entertainment magazine.
Transmutation
Level: Arcane 3; Components: V, S, M; Casting Time: Attack Jargon
action; Range: Touch; Target: Creature touched; Duration: 2 Divination
hours/level (D); Saving Throw: Fortitude negates (harmless); Level: Divine 1, Arcane 0; Components: V, S; Casting Time:
Spell Resistance: Yes (harmless) Attack action; Range: Touch; Target: Creature touched;
Duration: 5 minutes/level; Saving Throw: Will negates
This spell temporarily alters the subject’s secondary sexual (harmless); Spell Resistance: Yes (harmless)
characteristics to those of the opposite gender. All ability
scores, hit points, saving throws, hair length, eye color, height The subject of this spell develops a short-term understanding
weight, internal reproductive organs, and every other aspect of the technical lingo used by professionals in a particular
of the subject’s being remain the same—only the person’s field of study or interest, gaining a better grasp of how to
apparent gender is changed. communicate and comprehend ideas related to that field.
Because the spell does not affect the subject’s clothing Choose a single Knowledge category (neither the caster nor
or other accessories, the subject might initially appear to be the subject need to have ranks in that skill). The subject
a man or woman dressed in the opposite gender’s clothing, gains a +2 insight bonus to any of the following skill checks
wearing the opposite gender’s hairstyle, and wearing (or related to that field: Bluff, Decipher Script, Diplomacy, Gather
not wearing) makeup. Otherwise, the change is flawless and Information, Knowledge, or Research.
provides a +10 circumstance bonus to Disguise checks.
Material Component: Perfume or cologne normally worn by Kill Switch
the opposite gender. Transmutation
Level: Arcane 2; Components: V, S, F; Casting Time: Attack
Hand Grenade action; Range: Medium (100 ft. + 10 ft./level); Target: One
Conjuration (Creation) machine; Duration: Instantaneous; Saving Throw: None;
Level: Arcane 3; Components: V, S; Casting Time: Attack Spell Resistance: Yes
action; Range: Personal; Target: You; Duration: Until all
grenades are thrown or 1 minute/level Select a single machine (e.g., vehicle, computer, garbage
masher) no larger than Gargantuan in size. It immediately
This spell empowers the caster to throw magically conjured shuts down as if its power source had suddenly been
explosives by pantomiming the action of priming and hurling a disconnected. The machine may be restarted immediately by
6
Chapter One: Spells
performing whatever actions are normally necessary to start Point-N-Shoot
the machine. Illusion
Focus: A toggle switch. Level: Arcane 1; Components: V, S; Casting Time: Attack
action; Range: Personal; Target: You; Duration: Until all
Light-Gathering Eyes pictures are taken or 2 hours/level (See text); Saving Throw:
Transmutation Fortitude negates (harmless); Spell Resistance: No
Level: Arcane 1; Components: V, S, M; Casting Time: Attack
action; Range: Touch; Target: Creature touched; Duration: The caster uses the forefinger and thumb of each of
1 hour/level; Saving Throw: Will his hands to create a rectangular viewfinder,
negates (harmless); Spell thus pantomiming a camera. The caster can
Resistance: Yes (harmless) then use this imaginary camera to capture
images on a roll of film, which is carried
The subject gains low-light somewhere on his person.
vision. Creatures that already To take a picture, you must
possess low-light vision or frame the desired image in
darkvision are unaffected by the viewfinder and press an
this spell. imaginary button—each image
Material Component: A pinch is magically transferred
of powdered firefly tail. to the roll of film used
as the spell’s material
Object to Ink component (which is not
Transmutation actually consumed in the
Level: Arcane 3; spellcasting). Point-n-
Components: V, S, M, F; shoot allows you to take
Casting Time: 30 minutes; one photograph/caster
Range: Touch; Target: One level, with the limitation
touched creature and one that the roll of film cannot hold
touched object of the same more images than it normally
size category or smaller; could.
Duration: One day/level; The images stored, and
Saving Throw: Will negates the roll of film itself, are
(harmless); Spell Resistance: non-magical, and must be
Yes (harmless) developed just as you would
any normal photographic
You are able to magically transform one film. Note that film exposed
non-magical object into a tattoo that by the point-n-shoot spell
resembles the object, which you inscribe cannot capture images
on the skin of the subject. Only objects that are the same size that would not otherwise be captured by a normal camera
category as the subject, or smaller, may be turned into object (i.e., taking pictures in a dark room with normal film results in
to ink tattoos. Because items affected by object to ink are held pictures of inky blackness).
in stasis, even a ticking time bomb can be turned into a tattoo
using this spell. Questionnaire
The subject may return the object to its original form by Enchantment (Charm) [Mind-Affecting]
touching the tattoo with the intent of activating it, and chooses Level: Divine 1, Arcane 2; Components: V, S, M; Casting
whether the object appears in his hand or at his feet. If the Time: 1 minute; Range: Close (25 ft. + 5 ft./2 levels);
magical effect of the object to ink tattoo is suppressed or Target: One person; Duration: Instantaneous; Saving Throw:
dispelled, or the spell’s duration expires before the tattoo is Will negates; Spell Resistance: Yes
activated, the object instantly appears at the subject’s feet.
A single person can only have three object to ink tattoos This spell compels a subject to truthfully answer one “yes or
at a time. Once a subject has three object to ink tattoos, any no” question per caster level, to the best of his ability. The
further attempt to inscribe additional object to ink tattoos answers given are correct within the limits of the target’s
automatically fails, and the additional object is lost. Note that knowledge. “Unknown” or “unclear” are legitimate answers.
other magic tattoos have no bearing on the total number of If the caster doesn’t focus on the conversation (such as
object to ink tattoos a person may have. by discussing answers with another person), or leaves to
Material Component: One ounce of ink. undertake another task, the spell ends.
Focus: A silver needle. Material Component: A short, eraser-free “golf pencil.”
7
Chapter One: Spells
Rebroadcast a –5 circumstance penalty. If the target is blind or otherwise
Illusion unable to see, the caster is likewise unable to see, though the
Level: Arcane 3; Components: V, S, F; Casting Time: Attack spell does function.
action; Range: Close (25 ft. + 5 ft./2 levels); Target: One If the subject of the spell suffers any visually harmful
CCTV camera; Duration: 1 minute; Saving Throw: None; Spell effects, such as from faith’s fury while the spell is functioning,
Resistance: Yes the caster must make a successful Fortitude save (at the
same DC the subject used) to avoid taking half the damage or
A closed-circuit television camera (CCTV) targeted by experiencing the harmful effects for half the duration suffered
rebroadcast re-sends the previous minute’s input, as if it by the subject.
were looping back through pre-recorded footage. When Material Component: Piece of the subject’s body (e.g.,
the one-minute rebroadcast is complete, the CCTV camera several hairs, nail clippings, one ounce of blood) or corrective
immediately begins functioning normally, sending live lenses worn by the subject within the past 24 hours.
footage once more. Focus: A pair of designer sunglasses (Purchase DC 10).
Anyone monitoring the CCTV system must succeed at a Spot
check (DC 15) to notice the repetition in the footage. Because Sympathetic Sound
the footage is actually being re-sent, any video or digital Divination (Scrying)
recordings of the targeted camera’s transmission actually Level: Divine 2; Components: V, S, M, F; Casting Time: 10
shows the repeated minute, rather than whatever activity minutes; Range: 10 miles; Effect: Magical sensor; Duration: 5
actually took place within the target camera’s point of view. rounds; Saving Throw: None; Spell Resistance: No
Focus: A “rewind” button from a VCR.
This spell allows the caster to listen through the ears of the
Sparkly Shiny subject, hearing what that person is hearing at that momemt.
Enchantment Listen checks (if needed or desired) are made by the caster
Level: Divine 1, Arcane 1; Components: V, S, M, F; Casting with a –5 circumstance penalty. If the target is deaf or
Time: Attack action; Range: Touch; Target: One small object; otherwise unable to hear, the caster is likewise unable to hear,
Duration: 1 round/level; Saving Throw: Will negates; Spell though the spell does function.
Resistance: No If the subject of the spell suffers any sonic damage, or
other harmful auditory effects while the spell is functioning,
A sparkly shiny object is almost irresistibly eye-catching and the caster must make a successful Fortitude save (at the
interesting to observers. The sparkly shiny quickly draws the same DC the subject used) to avoid taking half the damage or
attention of individuals within 30 feet (a DC 5 Spot check to experiencing the harmful effects for half the duration suffered
notice it). Anyone who spots a sparkly shiny must succeed at by the subject.
a Will save, or be compelled to move within five feet of the Material Component: Piece of the subject’s body (e.g.,
object in order to inspect it more closely. However, the viewer several hairs, nail clippings, one ounce of blood) or an earring
will not intentionally put himself at risk to get a better look; worn by the subject within the past 24 hours.
the viewer stops upon reaching the nearest, safe vantage Focus: Hearing aid custom-fit to the caster (Purchase
point. DC 10).
After one round of inspecting the sparkly shiny and every
round thereafter until the spell ends, a victim may make Tinnitus
another Will save to shake off the effect. Once a victim has Illusion
avoided or shaken off the effects of a particular sparkly shiny, Level: Divine 1, Arcane 1; Components: V, S, M; Casting
he is immune to that casting of the spell. Time: Attack action; Range: Medium (100 ft. + 10 ft./level);
While inspecting the sparkly shiny, victims suffer a –10 Target: One person; Duration: 1 round/level; Saving Throw:
circumstance penalty to Spot and Listen checks made during Fortitude negates; Spell Resistance: Yes
that round.
Material Component: A pinch of gold or silver glitter. The subject of this spell experiences high-pitched ringing
Focus: A small object (size category Small, or smaller). sounds that cause disorientation and distraction. The subject
must succeed at a Fortitude save, or suffer the following
Sympathetic Sight effects:
Divination (Scrying) • –2 circumstance penalty to initiative checks
Level: Divine 3; Components: V, S, M, F; Casting Time: 10 • –6 circumstance penalty to Listen checks
minutes; Range: 10 miles; Effect: Magical sensor; Duration: 5 • 10% chance of spell failure when casting spells with
rounds; Saving Throw: None; Spell Resistance: No verbal components
Material Component: A CD or cassette tape featuring music
This spell allows the caster to see through the eyes of the that is often played mind-numbingly loud (heavy metal, punk,
subject, seeing what that person is seeing at that moment. techno, etc.).
Spot checks (if needed or desired) are made by the caster with
8
Chapter One: Spells
Vertigo otherwise dawdle within the 50-foot-diameter space, unaware
Illusion that anything about his behavior is out of the ordinary.
Level: Arcane 3; Components: V, S, F; Casting Time: Attack Material Component: A green plastic “army man” toy with a
action; Range: Medium (100 ft. + 10 ft./level); Target: One 6-inch piece of string tied around one leg.
person; Duration: 1 round/2 levels; Saving Throw: Will partial
(see text); Spell Resistance: Yes Zen Focus
Enchantment [Mind-Affecting]
The target of this spell is overwhelmed by Level: Divine 2; Components: V, S, F;
a sense of whirling and tilting that Casting Time: Attack action; Range:
causes a loss of balance and impairs Close (25 ft. + 5 ft./2 levels); Target:
fine motor skills. The target must One creature; Duration:
make a successful Will save or 1 minute/level; Saving
be stunned. Each subsequent Throw: Will negates
round the target is stunned (harmless); Spell Resistance:
by the vertigo, she is entitled Yes (harmless)
to make another Will save.
Once a target succeeds at The subject of this spell gains
the Will save, she is only a degree of inner peace that
considered nauseated for transcends the mundane world,
the remainder of the spell’s allowing the subject to take 10 on all
duration. skill checks made for a single chosen
Focus: A wooden top skill in which she has at least
decorated with a spiraling one rank, even under stressful
pattern. conditions.
Focus: A pebble worn
Welding Touch smooth by a stream.
Evocation [Fire]
Level: Arcane 0; Components: V, Zonk
S, F; Casting Time: Attack action; Range: Enchantment [Mind-Affecting]
Personal; Target: You; Duration: 2 rounds/ Level: Arcane 2;
level Components: V, S, M; Casting
Time: Attack action; Range: Touch;
This spell causes an intense, flame-like energy capable Target: One creature with 8 HD or
of either fusing or cutting metal, determined at the time less; Duration: 1 minute/level; Saving
of casting, to spring forth from your fingertip. (No protective Throw: Will negates; Spell Resistance: Yes
eyewear is needed.) The welding touch can cut or fuse one
foot of 1/2-inch-thick metal per round. The welding touch By making a successful melee touch attack with a zonk spell,
ignites flammable objects and may be used as a melee touch you force the target creature to make a successful Will save
attack, dealing 1d3 points of fire damage. with a –4 circumstance penalty or immediately fall asleep,
Focus: Welding sparker. typically falling prone. A sleeping character is helpless, with an
effective Defense of 5 + size modifier.
Yardbird Slapping or wounding awakens a sleeping person, but
Enchantment [Mind-Affecting] normal noise does not. Waking a sleeping person is a move
Level: Divine 2, Arcane 3; Components: V, S, M; Casting action.
Time: Attack action; Range: Medium (100 ft. + 10 ft./level); Zonk does not affect unconscious creatures, constructs, or
Target: One person; Duration: 1 minute; Saving Throw: Will undead creatures.
negates; Spell Resistance: Yes Note: Additional hit points given along with a creature’s
Hit Dice are irrelevant for determining how many Hit Dice a
A person targeted by this spell is compelled to loiter within creature has.
25 feet of a specified point. The subject may pace, wander Material Component: A pinch of fine sand.
aimlessly, jog around the perimeter, or merely sit, stand, or
9
Chapter Two: Voudon Magic
This chapter presents a new magic system based on the religious person, including clergy, is an Acolyte as described in
technique called Voudon, commonly referred to as Voodoo. the d20 Modern Roleplaying Game, not every Voudon believer
The term “voodoo” is actually a misnomer, invented during the is a Bokor or Hougan, the spellcasting classes of that magical
early days of Hollywood. There are two primary practitioners tradition.
of Voudon—the Bokor and the Hougan (see the sidebar A If the Voudon rules from this book are the primary setting
Voudon Lexicon for brief descriptions of these and other for your campaign, the GM should make the players aware that
terms). For the purposes of this book, both of these Bokor are able to cast only arcane spells while their counterpart,
practitioners are known as Voudonists. Hougan, are capable of casting only divine spells. While there
are no absolute moral restrictions to taking either advanced
class, in general most “good” people take up the mantle of the
Voudon Hougan while “evil” people are drawn to the darker aspects
Voudon is an old, but not ancient, magical tradition that emerged of the Bokor. It’s perfectly acceptable to have a character that
from the Caribbean. It draws its roots from a variety of African goes against this stereotype, although a good Bokor will have
religions and beliefs that came over with the slaves during difficulty proving her sincerity to other Voudon worshippers.
the 16th through 19th centuries, blending their gods with the
ones found in the New World into a complex and incredibly Creating a Voudon-Focused Campaign
rich magical tradition. Since its creation, Voudon has changed Voudon is unusual and exotic, at least to the majority of
dramatically until it has become focused almost entirely on the westerners. If you choose to use the rules presented here
worship of and supplication to entities collectively known as in your campaign, you must decide early on whether or not
“Loa.” It is highly debated among magical communities whether Voudon is the only way in which characters can access magical
the Loa are gods, ancient ancestors, archetypal spirit forms, or power. In order to allow the characters to experience the depth
simply beings created by the collective power of generations of and unique flavor of this tradition, we suggest using Voudon in
worship. Regardless, the power of the Loa is real and intimate, place of the standard modern d20 System spellcasting rules.
and they play a major role in the life of both the Voudonist and However, Voudon co-exists in the real world with hundreds of
the believers of the Voudon faith. other belief systems—there is no reason why it cannot do so in
Voudon is practiced by millions of people around the globe, your campaign as well. GMs should note, however, that because
with most concentrated in Haiti, the Caribbean, and in the of the involved process associated with Voudon spellcasting,
United States, particularly in the deep south and in large cities a Hougan or Bokor will be effectively less powerful than other
(especially along the east coast). Just as not every devoutly spellcasters (such as Acolytes and Mages) of equal level.
A Voudoun Lexicon
Through this chapter, you will see many terms about Voudon Mambo [MAM-bo]: A term sometimes used to describe a
that may be unfamiliar to you. Below are brief definitions of female hougan.
the most commonly used of those terms. New World Loa: Loa that evolved from existing native
Asson [AH-son]: A ceremonial rattle (usually comprised of spirits in the Caribbean.
a large gourd, filled with snake vertebrae, and wrapped in a Old World Loa: Loa that were worshipped by Africans
net of beads) used as the holy symbol for a Hougon. before they were captured and sold into slavery.
Bokor [BO-kor]: An arcane spellcaster in the Voudon Peristyle: A roofed, open-sided court in which most
tradition. ceremonies and dances celebrating the Loa take place.
Djab [JAHB]: Spirits capable of physically manifesting on Poteau-mitan [po-TO mee-TAHN]: A brightly colored
Earth. Djab are typically dangerous and only Bokor deal with center post of a peristyle. It is supposedly the “road” through
them with any regularity. which the Loa enter a hounfour. Considered sacred to the
Gros-bon-ange [GROW-bon-ounj]: The “soul” of an Loa Legba.
individual. Vever [veh-VAHR]: A sacred design formed by carefully
Horse: When a Loa possesses a person, forcing out the pouring wheat or corn meal onto the floor of a peristyle before
gros-bon-ange, the Loa is said to be “riding the head” of the a ceremony. The design is a symbolic representation of the
individual, thus making the ridden one a “horse.” Loa it is meant to invoke. Every Loa has a unique vever
Hougon [OOH-gon]: A divine spellcaster in the Voudon associated with it.
tradition. Voudonist [VOO-don-ist]: The general term for any type of
Hounfour [ON-four]: The innermost sanctum within a site Voudon spellcasters—Bokor or Hougan.
where Voudon is practiced. This word is also commonly used Wanga [WON-guh]: A magic spell.
to refer to the entire site, including the sanctum, peristyle, and Zombi [ZOM-bi]: An individual whose gros-bon-ange
surrounding landmarks. has been stolen or destroyed, turning him into a mindless
Loa [LO-a]: The gods or spirits of Voudon. automaton.
10
Chapter Two: Voudon Magic
A campaign that focuses on Voudon delves into the Ashadeh Bòcò (see Loa and Spells) you gain a +1 to your
mysterious and mystical. The Loa are everywhere and manifest effective caster level.
in many different ways. Bokor and Hougan use the power of
the Loa for good and ill, often against each other. Curses, Chosen of Baron Samedhi
sacrifices, and veneration are all core components to Voudon You have special favor in the eyes of the Loa Baron Samedhi,
and should appear frequently. Spells and incantations are both the Zombi Lord.
subtle and cumbersome to employ, with many bizarre rituals, Prerequisites: Confident, allegiances to Evil and Voudon,
making the gathering of components and placating the Loa a must take the bones of an innocent victim you have slain and
central theme to the campaign. burn them in a fire made from expensive wood (Purchase DC 20).
Although Voudon was born in the Caribbean, the characters Benefit: You gain a +3 bonus on all Intimidate checks. In
can encounter Voudon anywhere. Like any religion in addition, when casting spells affiliated with Baron Samedhi (see
the modern world, Voudon has grown and adapted as its Loa and Spells) you gain a +1 to your effective caster level.
practitioners spread out across the globe.
Chosen of Carrefour Modern Magic and Skull & Bones
You have special favor in the eyes
New Voudon Feats of the Loa Carrefour, the Lord of
The rules for Voudon described in this
book are based on material originally
printed in Green Ronin Publishing’s
Below we present a series of new feats for specific use in the Midnight Crossroads.
Skull & Bones campaign setting (with
games that make use of Voudon magic. Most of these feats Prerequisites: Charisma 13, permission). The rules have been
are designed for exclusive use by Voudonists, serving as allegiance to Voudon, using the modified to fit the modern d20 System
prerequisites to enter the Bokor and Hougan advanced classes blood of an evil person, you rules, as opposed to the fantasy d20
described later in this chapter. They all pertain specifically to must trace Carrefour’s vever on a System rules for which Skull & Bones
was written. GMs who want to expand
Voudon tradition, and so the GM may wish to rule that they may crossroads. the Voudon rules found in this book
only be taken by characters who are believers in Voudon. Benefit: You gain a +3 should begin by reading Skull & Bones
Although the feats were designed for use by Voudonists, bonus on all Diplomacy checks. and adapting material from there.
any character with the right prerequisites may choose one of In addition, when casting spells The Game Mechanics thank Green
Ronin for their friendship, assistance,
the feats. They gain most of the benefits of the feat, but will affiliated with Carrefour (see Loa and encouragement.
not gain any adjustments to their spells unless they take levels and Spells) you gain a +1 to your
in either the Bokor or Hougan advanced class. effective caster level.
Because of the fickle and demanding nature of the Loa,
a character may only gain the benefits of one of the feats Chosen of Damballah and Ayida Wédo
described below. If he later chooses another “Chosen of” feat, he You have special favor in the eyes of the partnered Loas
loses all the benefits granted by the previous “Chosen of” feat. Damballah and Ayida Wédo.
Though each of these feats creates a special connection Prerequisites: Allegiance to Good and Voudon, must carve
between a Voudonist and the particular Loa for whom she is an expensive crystal (Purchase DC 20) into a snake form and
“chosen,” she can still call on the other Loa for aid. Every spell toss it into the sea.
is attuned to a particular Loa who must be placated in order for Benefit: You gain a +2 bonus on all Escape Artist and
it to be cast (see Loa and Spells). Survival checks. In addition, when casting spells affiliated with
Damballah or Ayida Wédo (see Loa and Spells) you gain a +1
Chosen of Agwé to your effective caster level.
You have special favor in the eyes of the Loa Agwé, the Master
of the Tides. Chosen of Dan Petro
Prerequisites: Wisdom 13, allegiance to Voudon, must You have special favor in the eyes of the Loa Dan Petro, the
prepare a massive feast (Purchase DC 20) and then toss it into Patron of Freedom.
the sea. Prerequisites: Nimble, allegiance to Voudon, while within
Benefit: You gain a +2 bonus on all Navigate and Swim a hounfour you must destroy a pair of shackles, handcuffs, or
checks. In addition, when casting spells affiliated with Agwé (see other restraint that held a prisoner who you have set free.
Loa and Spells) you gain a +1 to your effective caster level. Benefit: You gain a +2 bonus on all Escape Artist and
Move Silently checks. In addition, when casting spells affiliated
Chosen of Ashadeh Bòcò with Dan Petro (see Loa and Spells) you gain a +1 to your
You have special favor in the eyes of the Loa Bòcò, the Hidden effective caster level.
Fire.
Prerequisites: Lightning Reflexes, allegiance to Voudon, Chosen of Erzulie
must create a work of art (Craft check (any) DC 25) meant to You have special favor in the eyes of the Loa Erzulie, the
inspire others to some form of action. Queen of Beauty.
Benefit: Pick two Craft skills—Craft (structural) and Craft Prerequisites: Charisma 13, allegiance to Voudon, must
(visual art), for example. You gain a +2 bonus on all checks scatter a rare and expensive perfume (Purchase DC 20) on a
with those skills. In addition, when casting spells affiliated with site of great natural beauty.
11
Chapter Two: Voudon Magic
Benefit: You get a +3 bonus on all Diplomacy checks. In Voudon Magic
addition, when casting spells affiliated with Erzulie (see Loa Voudon works differently than the magic with which most
and Spells) you gain a +1 to your effective caster level. westerners are familiar. It is not the flashy, movie style magic
found in literature and the silver screen, but is much more
Chosen of Ghede subtle and “invisible.” While Voudonists are capable of
You have special favor in the eyes of the Loa Ghede, the Lord casting the spells described in the core book, doing so is a
of the Dead. lengthy affair, utilizing complicated rituals and requiring many
Prerequisites: Allegiances to Good and Voudon, must have sacrifices—physical, monetary, and emotional. The Voudonist
brought or assisted in bringing a criminal to justice. draws his powers from the Loa, which are notorious for being
Benefit: You gain a +2 bonus on all Treat Injury checks. fickle, difficult, and demanding of their spellcasters.
In addition, when casting spells affiliated with Ghede (see Loa In game terms, a Voudonist casts the spells that he knows
and Spells) you gain a +1 to your effective caster level. using the rules found in Chapter 10 of the d20 Modern
Roleplaying Game and the incantation rules found in Chapter 3
Chosen of Legba of the Urban Arcana Campaign Setting. Unlike the Mage, who
You have special favor in the eyes of the Loa Legba, the Lord must study his texts each day, and the Acolyte, who must pray
of Crossroads and the Wandering Sun. and meditate for an hour to regain spells, the Voudonist must
Prerequisites: Wisdom 13, allegiance to Voudon, must only perform a weekly ritual: the Great Caille Ritual for the
acquire three silver coins, each in a different manner, and Hougan and the Bokor Rite for the Bokor (see Voudon Rituals
present them at a crossroads. and Incantations, below).
Benefit: You gain a +2 bonus on all Diplomacy and Sense When casting a spell, the Voudonist calls upon a particular
Motive checks. In addition, when casting spells affiliated with Loa to empower his spell—this happens automatically
Legba (see Loa and Spells) you gain a +1 to your effective unless the Voudonist has angered a Loa. In this case, the Loa
caster level. withdraws its favors until a special task, called a “burden,” is
performed (burdens are explained in greater depth in The Loa
Chosen of Loco and Ayizan below).
You have special favor in the eyes of the married Loas Loco While Voudonists are capable of casting many of the
and Ayizan, The Great Patrons. spells described in the d20 Modern Roleplaying Game, some
Prerequisites: Medical Expert, allegiances to Good and spells are not appropriate to the Voudon tradition. Animate
Voudon, must have made a successful Treat Injury check that dead, while seemingly a natural spell in Voudon, has been
prevented someone from dying. intentionally removed from the list—necromancy is done
Benefit: You gain a +2 bonus on all Treat Injury and Spot exclusively through the use of the Bokor’s zombi ritual
checks. In addition, when casting spells affiliated with Loco or incantation (see Voudon Rituals and Incantations, below).
Ayizan (see Loa and Spells) you gain a +1 to your effective The Voudonist is tied to his magic through two things—his
caster level. hounfour and the Loa. Without these, the Voudonist is cut off
from his power.
Chosen of Ogun
You have special favor in the eyes of the Loa Ogun, the Master The Hounfour
of Iron. The hounfour is a sacred temple used for Voudon ceremonies.
Prerequisites: Strength 13, allegiance to Voudon, must It can be a temporary structure, but most Voudonists prepare
burn the bones of an enemy slain by your own hand. a permanent hounfour in which to perform their rites. The
Benefit: Once per day, when using an Action Point to hounfour can be of any size, but most are large enough to
determine if an attack action succeeds, you may add an accommodate at least twenty people with enough room for
additional +1d6 to the attack total. Further, when casting ritual dancing and drumming.
spells affiliated with Ogun (see Loa and Spells) you gain a +1 The most important part of the hounfour is a pole, called
to your effective caster level. the poteau-mitan, located in the center of the hounfour. It is
brightly painted and is the focal point for the various vevers
Chosen of Simbi that are drawn around its base. It is said that the Loa make
You have special favor in the eyes of the Loa Simbi, The Great their way into the hounfour through the poteau-mitan. The
Serpent. poteau-mitan is sacred to Legba, who sits at the crossroads
Prerequisites: Educated, allegiance to Voudon, must of the universe and all rituals must give honor to him before
create a unique and difficult riddle, requiring a Craft (writing) anything else can commence.
check (DC 20), inscribe it on a turtle shell, and cast it into the Hounfour can be found anywhere, from ancient sites of
sea. worship to the interior of a gleaming skyscraper. In areas
Benefit: You gain a +2 bonus on all Knowledge (arcane where Voudon is accepted (or at least tolerated), hounfours
lore) and Knowledge (theology and philosophy) checks. In can serve the same purpose that churches do in other
addition, when casting spells affiliated with Simbi (see Loa and religions—places where the faithful gather and make their
Spells) you gain a +1 to your effective caster level. devotions. In less understanding places, Voudonists keep
12
Chapter Two: Voudon Magic
their hounfours well hidden—secluded so as not to attract may have the Chosen of Legba feat, but if he is involved in
unwanted attention or persecution. combat he may well be possessed by Ogun.
To create a hounfour, a Voudonist must spend 24 hours The Bokor deal with the Loa in a purely external manner
ritually cleansing and consecrating a location—he can do and never become possessed by them.
nothing else during that time (except for short breaks of only To determine when and if a Loa possesses a person,
a few minutes’ duration). In most cases the site will become a consult Table 2–1: Possession.
permanent place of worship, although a Voudonist can create
a new hounfour every few days if she likes. A hounfour must Effects of Possession
include a Poteau-mitan, a center pole of some kind. For more Whenever a character is possessed by a Loa, he is assessed
information on the benefits of a hounfour, see the Bokor and a combination of bonuses and penalties to his ability scores.
Hougan advanced classes. These bonuses are specific to the Loa involved (see The
Loa below), but the value of the bonuses and penalties are
Possession variable, making each possession a unique experience. There
One of the most often discussed aspects of Voudon is the are three “levels” of possession, which increase in intensity
tendency for its practitioners to become possessed by Loa based on the class level of the Hougan being possessed (see
during a ritual. It is considered an honor for a believer of the Hougan advanced class below).
Voudon to be possessed by a Loa, but it can be a frightening A Loa rides a horse for a number of minutes (or possibly
event for anyone witnessing it. A person possessed by a Loa hours) equal to the amount by which the character failed his
is called a “horse” for the duration of the Loa’s possession, Will save. If the save failed by less than 5 points, he becomes
during which it is said to be “riding.” possessed for that number of minutes. If the save failed by 10
Possession is a very common occurrence during a Voudon or more, the horse remains ridden for that many hours.
ritual, although it can also occur anywhere at anytime. Because being ridden by a Loa imposes penalties to
Possession does not only happen exclusively to Voudonists— one or more scores, it’s possible that some of the horse’s
the Loa often possess regular non-spellcasting Voudon scores will drop to 0. If this happens, the horse immediately
worshippers, and sometimes even non-believers when it suits falls unconscious. Any spells or incantations he is currently
their purposes. It is rarely apparent to observers how or why maintaining end immediately, and any spells or incantations he
the Loa chooses a particular horse. is in the act of casting automatically fail. Even if the horse falls
Any time a Hougan is involved in a stressful situation, such unconscious, the duration of the possession remains the same.
as combat or intense negotiation, the GM may secretly make The power of the Loa is mighty and some people are incapable
a Will saving throw for the character, rolling on Table 2–1: of containing it for long.
Possession to see if he attracts the spirit of a Loa. Because of In addition, the horse temporarily gains ranks in certain
the fickle nature of the Loa, possession is never guaranteed. skills, even if he does not have access to that particular skill
A character may never willingly fail this Will save, even if he in the first place—checks for these skills still include the
wants the possession to occur. A Hougan will be possessed appropriate ability score modifier. For example, a 1st-level
most frequently by the Loa whose “Chosen of” feat he has. Hougan that is possessed by Agwé will be treated as if he has 4
However, over the course of his lifetime a Hougan will be ranks in Swim (or 4 additional ranks if he already has developed
possessed by many different Loa—each time based on the Loa that skill). This explains why many horses know things outside
associated with the situation at hand. For example, a Hougan their ken or are capable of doing things that they would not
normally be able to do. See the individual Loa descriptions to
Table 2–1: Possession determine what benefits, penalties, and behavior possession
Type of Character Base Will Save DC instills on the horse during the time of possession.
Bokor —* When the possession ends, the horse will be dazed for 1
Nonbeliever 0 minute and then exhausted (see Chapter 5 in the d20 Modern
Voudon believer 5 Roleplaying Game) for the same amount of time that he was
Hougan 10 +1 per class level
possessed. A successful Constitution check (DC 15) reduces
the length of the exhaustion by half.
Save DC
Situation Modifier Personality Shifts
Has “Chosen of” feat for particular Loa** +10 According to real world Voudon tradition, the Loa dominates
Within a hounfour, nonbeliever +5 the horse completely—so much so that the horse retains no
memory of what occurs during a Loa’s possession. In a game,
Within a hounfour, Voudon believer +10
though, having a complete lack of memory is the equivalent
Primary caster +15
of a player handing his character sheet over to the GM during
During combat or very stressful situation +5*** that time—not at all fun, particularly for a Hougan who will
* Loa can never possess a Bokor. be possessed on a regular basis. In place of this, each Loa
** See New Voudon Feats. imposes a number of personality traits upon the horse, which
*** Hougans only. GM’s decision when this occurs. the player must roleplay. If at any time the horse ceases acting
13
Chapter Two: Voudon Magic
in the appropriate manner, the GM may determine that the Loa other deity or faith. Some have adapted well to the modern
has become angered and departs, ending the possession and world, while others have trouble comprehending the speed and
negating any active spells, or those that are in the process of constant change of the 21st century. There are rumors of old
being cast, with no effect. Loa that have retired from the world, entered a deep slumber,
Throughout the possession, the Loa’s personality and hope never to be called to the world of man again.
supersedes that of the horse, causing the person to act in The Loa described in this section are the most common and
a manner that can be the complete opposite of his usual powerful Loa that a modern Voudonist may call upon. The GM
demeanor. The horse acts in a particular way that is specific should use them as templates for developing new Loa that are
to the Loa in question (see The Loa below). The player of specific to the settings and history of her campaign.
a possessed Hougan must have his character act in the way
described. If the GM determines that he is not sincere in his Reading the Entries
portrayal (for example, acting in a masculine manner when Each Loa’s entry contains the following information.
possessed by Erzulie or advocating peace when possessed by Titles: The titles, names, and honorifics that worshippers
Ogun), the Loa becomes angered and departs, immediately of Voudon most commonly use in connection with that
ending the possession and canceling any spells or incantations particular Loa. Other titles may exist or be prevalent among
that the horse is maintaining or causing those in the process different Voudon sects.
of being cast to fail and have no effect. Personality and Duties: The basic personality traits of
If the Loa is particularly offended, the Hougan receives the Loa (including its likes and dislikes) as well as its primary
a particular burden that he must bear until such time as he duties and status within the hierarchy of the Loa.
appeases the Loa. A character afflicted by a burden has Behavior While Riding: A person possessed by a Loa
specific restrictions to his actions (see The Loa below), and takes on many of the personality traits of that Loa (see
may no longer call on that Loa for any reason nor cast any Possession above). This section describes how a horse will act
spells associated with the Loa (see Loa and Spells below). while being ridden by this particular Loa.
In order to remove the burden, the character must Horse Attributes: A character that is possessed by the
make a successful Charisma check with a DC equal to 10 Loa will immediately gain these specific modifications to his
+ Hougan level. If this check fails, the burden continues attributes and skills. These changes last only while the Loa
until the character performs a special placating ritual to beg continues to ride, and when the spirit leaves, the character
forgiveness. This ritual takes 24 hours, must be performed immediately regains his normal attribute and skill scores.
within a hounfour, and requires the Hougan to make an Burdens: This is the set of restrictions and penalties a
appropriate sacrifice to the Loa. He must buy the sacrificial horse suffers if he incurs the Loa’s wrath by failing to act in
item himself, and it must have a Purchase DC equal to 15 + the prescribed manner. These conditions last until the horse
the Hougan’s current Wealth score—the Hougan must show has placated the Loa (see Personality Shifts above).
that he is willing to give up everything that he owns to show
forgiveness. Once this placating ritual is complete, the burden Agwé
is lifted and the Hougan regains the use of spells and can call Lord of the Sea, Master of the Tides
upon that Loa once again. If he fails, he must wait one full Personality and Duties: Agwé is the Loa of the sea, the
week before he can attempt it again. tide, and the winds over the water. He rides upon the oceans
For example, a Hougan with a Wealth score of 10 has on his mighty ship, the Immamou, summoning the winds with
offended Baron Samedhi and must placate the Loa. First the a conch shell. Unlike other deities associated with the sea,
Hougan must make a DC 25 Wealth check (15 + his Wealth Agwé is neither uncaring nor capricious, and will protect those
score of 10). His Wealth check roll is a 16. Adding this to his endangered by the waves if he is called upon. That said, Agwé
Wealth score of 10, he gets a 26, which is just enough. (The has a “live and let live” attitude with his followers and neither
Hougan’s Wealth score is reduced by –1d6 as normal for judges nor demands much of them.
making a purchase that is 15 points higher than his current Agwé is commonly called upon to calm storms, bring rain,
Wealth score.) Now that the item has been secured, the or send the bounty of the sea into fishermen’s nets.
Hougan still has to find a hounfour and spend 24 hours there In the modern age, Agwé is concerned with the health of
performing the ritual before he can completely soothe the the waters and entreats his followers to protect it from harm.
injured pride of the Loa. He is both delighted by and concerned with the massive ships
that now ply his waters. Agwé continues to grant his boon to
individual fishermen, but takes a dim view towards factory
The Loa fishing, mass gill netting, and other harmful fishing practices
The Loa are the “gods” of Voudon and the source of power for that scour the oceans free of life.
Bokor, Hougans, and ordinary worshippers alike. In many ways, Behavior While Riding: When Agwé is riding a horse, the
the Loa are ancient beyond compare, but since they are closely person will speak with a deep, booming voice with a faint echo,
linked to the personal experiences of their worshippers, they like the sound is bouncing back through the depths of the
change as the world does. The Loa provide advice, strength ocean. The horse will immediately douse himself in water and
to their worshippers, and a sense of community, just like any find a cool and shady place to sit. He will adorn himself with
14
Chapter Two: Voudon Magic
clothes and items that are blue or white, and will gather and The modern world has had little affect on Baron Samedhi—
keep on his person any seashells or other symbols of the sea people still die and misery is still rampant. He laughs at
that he comes across. humanity’s attempts to prolong
Horse Attributes: While possessed, the horse gains the life through advances in medicine, Loa and Spells
following bonuses, penalties, and skills. The intensity of the knowing that it only delays the For a Voudonist, all spells come
possession varies, depending on the level of possession (see inevitable (and not by very long). from and through the Loa. And just
the Hougan advanced class). Behavior While Riding: as each Loa has a set of duties and
responsibilities within the hierarchy
Possession I: +1d3 Wis, –1d3 Dex; 4 ranks in Swim. Baron Samedhi is disturbing and of spirits, so too does each one deal
Possession II: +1d6 Wis, –1d6 Dex, 4 ranks in Swim, 4 off-putting, but has a seductive with different types of magical energy.
ranks in Navigate. personality. He has a macabre In fact, every spell is aligned with one
Possession III: +1d8 Wis, –1d10 Dex, 8 ranks in Swim, 4 sense of humor and is impossible or more Loa, and the Voudonist pays
homage to the particular Loa in order to
ranks in Navigate. to offend. The horse will act in a gain access to the appropriate magic.
Burdens: The character may not enter or cross water at subtle, sinister manner, sowing For the most part, this sort of
all, including puddles, rivers, or even a shower. If thrown in deceit and doubt. He is deeply homage can be carried out through
the water (or carried over water) he must get out as quickly committed to passionate acts, roleplaying. However, there are times
when the specific connection between
as possible (using the most expedient means available) and especially those that result in the Loa and spells comes into play.
automatically receives a –2 penalty on all skill checks, saving violence. The horse will demand to In particular, this happens when a
throws, attack rolls, and damage rolls until he lifts the burden. wear black clothing, and prefer to Voudonist suffers under a Loa’s burden.
The penalty is cumulative; each additional transgression incurs don top hats, white face paint (in If a Voudonist has been placed
under a burden by a Loa, then he may
an additional –2 penalty. the shape of a skull), and smoke not cast any spells associated with
huge cigars. that Loa. For example, if the Hougan
Ashadeh Bòcò Horse Attributes: While angered Legba, he would be unable
The Hidden Fire possessed, the horse gains the to cast resistance or mage armor. He
could, however cast bless or shield
Personality and Duties: Ashadeh Bòcò is the Loa of passion following bonuses, penalties, of faith because although they are
and the fire that burns from within. She is openly rebellious, and skills. The intensity of the associated with Legba, they are also
asking her petitioners to stand strong against oppression and possession varies, depending on associated with other Loa.
stagnation. She is the patron of artists, writers, and anyone the level of possession (see the
who lives her life according to the dictates of her heart. Hougan advanced class).
Ashadeh Bòcò is very active in the modern world, fanning Possession I: +1d3 Str, +1d3 Cha, –1d2 Int, –1d2 Con.
the flames of rebellion among the oppressed. She laments the Possession II: +1d4 Str, +1d4 Cha, –1d4 Int, –1d4 Con.
plight of the downtrodden and will give aid to those who fight Possession III: +1d4 Str, +1d6 Cha, –1d6 Int, –1d8 Con.
for their freedom. Burden: Baron Samedhi requires the character to carry a
Behavior While Riding: Ashadeh Bòcò loves writers, heavy weight, such as a boat anchor. The character may not
artists, and leaders. She revels in performing free-spirited give any sort of aid to another person for any reason.
actions that are tinged with a bit of danger, such as dancing
close to huge bonfires while wearing loose, flammable clothing. Carrefour
Horse Attributes: While possessed, the horse gains the Lord of the Midnight Crossroads
following bonuses, penalties, and skills. The intensity of the Personality and Duties: Carrefour is the keeper of the
possession varies, depending on the level of possession (see gates through which the spirits and demons must pass in order
the Hougan advanced class). to enter our world. It is his lot to stand watch over spirits that
Possession I: +1d3 Int, +1d3 Cha, –1d3 Dex, –1d3 Con. deal in bad luck, terrible violence, and senseless destruction.
Possession II: +1d6 Int, +1d4 Cha, –1d6 Dex, –1d4 Con. He is the Loa of uncertainty, reminding worshippers that fate
Possession III: +1d8 Int, +1d6 Cha, –1d8 Dex, –1d6 Con. is not set in stone and life is always unpredictable. Although
Burdens: The character must speak in rhyme. Also, he is not necessarily evil, Carrefour is extremely cynical, jaded, and
forbidden from using fire in any way. bitter—he simply doesn’t care about any other creature’s well
being.
Baron Samedhi Carrefour doesn’t pay any attention to the modern world
The Zombi Lord and will make deals with anyone that comes to the crossroads
Personality and Duties: Baron Samedhi is darkness to barter with him.
incarnate. While most of the Loa can be dangerous, Baron Behavior While Riding: The horse will demand to wear
Samedhi is evil, delighting in terror and misery. He has no black and drink rum mixed with goat’s blood. The horse loses
patience for those who waste his time and delights in terrifying all sense of humor and acts in a cynical, nihilistic manner.
petitioners who displease him. He is associated with the other He prefers to stand still, with his arms held out in the shape
grave Loa, Ghede, although their connection is not clearly of a cross, shaking as though his body is filled with a nearly
understood. Baron Samedhi is associated with death and uncontainable power.
necromancy, mocking life in all its forms. He taught the first Horse Attributes: While possessed, the horse gains the
Bokor the terrible secret of the zombi ritual. following bonuses, penalties, and skills. The intensity of the
15
Chapter Two: Voudon Magic
possession varies, depending on the level of possession (see Damballah and Ayida Wédo are barely aware of the passage
the Hougan advanced class). of time and thus have no particular opinion on the goings on
Possession I: +1d6 Wis, –1d3 Dex, –1d3 Cha, 4 ranks in of the modern era.
Sense Motive. Behavior While Riding: Because they are always invoked
Possession II: +1d8 Wis, –1d4 Dex, –1d4 Cha, 8 ranks in together, the Voudonist must have at least one other person
Sense Motive. present for the Loa to possess.
Possession III: +1d10 Wis, –1d6 Dex, –1d4 Cha, 12 ranks Damballah’s horse immediately strips naked and begins
in Sense Motive. to act like a snake, moving in a undulating, slithering fashion.
Burdens: The character has extreme difficulty in sleeping, Without using his hands at all, the horse will climb to the
making him fatigued at all times (see Chapter 5 in the d20 highest position nearby (a tree top or on a piece of furniture).
Modern Roleplaying Game). Alternatively, Carrefour may decide He will hiss as he speaks (although this may make it difficult to
that the character must experience darkness, forcing him to wear understand the character, it will not interfere with spellcasting
a secure blindfold at all times and venture outside only at night. or incantations). The only offerings the horse will accept are
eggs, which he will wrap his body around or swallow whole.
Damballah and Ayida Wédo Ayida’s horse prefers to dress in bright, flashy colors if any
The World Serpent and the Rainbow such clothing is available. She also speaks in a hissing voice,
Damballah and Ayida Wédo are a “married” pair of Loa that but less severely than Damballah’s horse (there should be no
are always called upon at the same time, and thus a Voudonist difficulty understanding her). For the length of the possession,
that calls upon them must have someone else present (gender whenever the horse moves she whirls and twirls about in
does not matter) so that both may ride at the same time. a frenzied, freeform dance, but she never gets dizzy. This
Personality and Duties: Damballah Wédo is the primordial serves to reduce her base movement by 5 feet. Even when not
father of Loa, old beyond time. He is considered to be the moving, the horse shuffles, taps her feet, and otherwise fidgets
most innocent of beings, for he is so far removed from human uncontrollably.
concerns that he can’t comprehend the troubles of his human Horse Attributes: While possessed, the horse gains the
followers. He is considered the greatest good, without any evil following bonuses, penalties, and skills. The intensity of the
or malice. possession varies, depending on the level of possession (see
Ayida, is the rainbow born the first time Damballah shed the Hougan advanced class).
rain onto the world. Ayida is the patron of dancers, waters Possession I: +1d3 Dex, +1d3 Int, –1d6 Wis, 4 ranks in
from the sky, and the light that brings joy into dark hearts. Knowledge (philosophy and theology).
16
Chapter Two: Voudon Magic
Possession II: +1d6 Dex, +1d6 Int, –1d8 Wis, 8 ranks in imperfect by nature, she weeps, knowing that what she wants
Knowledge (philosophy and theology). is unattainable. For this reason, she is forever going through a
Possession III: +1d8 Dex, +1d8 Int, –1d10 Wis, 12 ranks in cycle of loving, losing, and regretting.
Knowledge (philosophy and theology). With the coming of the modern age, Erzulie is thrilled with
Burdens: Damballah Wédo imposes no particular burdens. how beauty is exemplified and worshiped. She marvels at the
Ayida Wédo may demand that the character go naked every size of the “beauty industry,” but becomes despondent over
time he goes in public, or that he find and protect a sacred the fact that modern people often ignore the merits of inner
animal (often a chicken), taking it everywhere he goes, beauty.
keeping it from harm. Behavior While Riding: Regardless of gender, the
horse will act in an exaggerated feminine manner. Erzulie is
Dan Petro enthralled with beautiful things and will surround herself with
Patron of Freedom items, people, and structures that have aesthetic harmony. She
Personality and Duties: Dan Petro is the Loa of is extremely flirtatious, favoring handsome men. Erzulie cannot
Freedom—freedom from slavery, from the shackles of the stand rudeness and will harshly criticize anyone that acts in an
world, and from the self. He neither preaches nor judges, impolite or disrespectful manner toward anyone or anything in
accepting people for what they are and the world for what it her presence. She loves desserts, sweet drinks, jewelry, and
is. Nevertheless, Dan Petro asks people to strive for a better wearing revealing clothing (or no clothing at all). The horse
life and dislikes it when one rests on one’s laurels. He is the will undergo severe mood swings—going from deliciously
consummate traveler and implores his followers to see the seductive to weepy and melancholy with no warning.
world for themselves, finding their own answers rather than Horse Attributes: While possessed, the horse gains the
asking the Loa to provide them. following bonuses, penalties, and skills. The intensity of the
Dan Petro has adapted well to the modern world and is possession varies, depending on the level of possession (see
thrilled to see how freely people move around the globe. the Hougan advanced class).
However, he is concerned that much of the oppression of the Possession I: +1d3 Cha, –1d3 Str; 4 ranks in Diplomacy.
old world remains, including the exploitation of the common Possession II: +1d6 Cha, –1d6 Str, 8 ranks in Diplomacy.
folk by governments and global corporations. Possession III: +1d8 Cha, –1d8 Str, 12 ranks in Diplomacy.
Behavior While Riding: The horse possessed by Dan Burdens: The character may not engage in any sort of
Petro loves parties, but waits until the gathering is in full swing violent or aggressive behavior. Also, the character must dress
before announcing himself. The horse will act in a friendly and and act in a manner that is opposite of his or her gender.
genial manner, and is curious to hear what interesting things
people have seen and experienced. Given a chance, the horse Ghede
will try to wear a red bandana around his neck. The Laughter of the Grave, The Lord of the Dead
Horse Attributes: While possessed, the horse gains the Personality and Duties: Ghede is the Loa of Death and
following bonuses, penalties, and skills. The intensity of the Sexuality, embodying physicality in all its forms. He is obscene
possession varies, depending on the level of possession (see and serene at the same time, laughing at all people regardless
the Hougan advanced class). of their status or sense of superiority. He is the Loa of the
Possession I: +1d3 Dex, +1d3 Cha, –1d3 Str, –1d3 Wis, 4 grave and understands both life and death. Although similar to
ranks in Escape Artist.. Baron Samedhi in many ways, Ghede is much more jovial and
Possession II: +1d6 Dex, +1d3 Cha, –1d3 Str, –1d6 Wis, 8 forgiving.
ranks in Escape Artist. Ghede has no particular opinions on the modern world.
Possession III: +1d6 Dex, +1d6 Cha, –1d3 Str, –1d10 Wis, Humans still play their little games, living and dying without
12 ranks in Escape Artist. rhyme or reason.
Burdens: Dan Petro demands that the character free Behavior While Riding: A horse possessed by Ghede is
any oppressed person that she encounters—this includes vulgar and coarse, telling dirty jokes and making obscene
slaves, indentured servants, and factory workers toiling gestures. He enjoys smoking cigars, wearing a top hat, and
under inhumane conditions. This often results in the character eating as much as possible. He loves to dance (especially in
remaining indoors during the time of the burden (the world is an obscene manner) and crack jokes in a high-pitched, nasal
full of inequity and oppression). voice.
Horse Attributes: While possessed, the horse gains the
Erzulie following bonuses, penalties, and skills. The intensity of the
The Tragic Mistress, The Queen of Beauty, Lady of Luxury possession varies, depending on the level of possession (see
Personality and Duties: Erzulie is the Loa of love and the Hougan advanced class).
beauty, particularly perfect love and unattainable magnificence. Possession I: +1d4 Con, –1d2 Int, –1d2 Wis.
She is sexuality personified and indulges frequently in the Possession II: +1d6 Con, –1d4 Int, –1d4 Wis.
pleasures of the flesh. Erzulie aslo represents the finer, Possession III: +1d8 Con, –1d6 Int, –1d6 Wis.
rarified things in life, and strives to make the world a more Burdens: The character must perform humiliating acts in
beautiful and perfect place. However, knowing that the world is public, probably resulting in ridicule and personal torment.
17
Chapter Two: Voudon Magic
Legba respect. Loco is impressed at the progress of medicine, and
Lord of the Crossroads, the Wandering Sun shows his favors to doctors and others who tend to the sick.
Personality and Duties: Legba is the Loa of the Ayizan is pleased to see that women no longer are treated as
Crossroads, one of the most important aspects of Voudon— second-class citizens (as they were in the old days)—still, she
Legba is always called upon first in any ritual, so he may sees room for further improvement.
open up the spiritual pathways and allow magic to happen. Behavior While Riding: Loco and Ayizan always arrive
The center pole of every hounfour is dedicated to “Papa together, requiring at least two horses to be present during a
Legba.” Legba is the embodiment of wisdom, understanding, ritual. Loco’s horse stands with a rigid posture and has a stern
knowledge, and the ways of Voudon. demeanor, but gives praise if it is due. Ayizan is much more
Legba is always pictured as an elderly, white-haired man. As loose and friendly than her husband and enjoys laughing and
the Loa of the sun, his daily course through the sky has taken drinking rum. She often berates men who are too macho, and
its toll, and now he is crippled and must walk with a cane. will not abide misogyny in any form. She enjoys talking with
Legba has trouble understanding the fast pace of the women and pays special attention to pregnant ones, asking
modern era and is often confused by technology and sees it questions about the impending birth and offering motherly
as the cause of strife in the world rather than a cure for age- advice.
old problems. He becomes annoyed with anyone who relies on Horse Attributes: While possessed, the horse gains the
machines to solve problems. following bonuses, penalties, and skills. The intensity of the
Behavior While Riding: The horse acts like an old man and possession varies, depending on the level of possession (see
can only move around with the aid of a cane. He acts in a wise the Hougan advanced class).
and sage-like manner, but is easily distracted and occasionally Possession I: +1d6 Wis, –1d3 Str, –1d3 Dex; 4 ranks in
forgets what he was saying. The horse enjoys sitting in the Treat Injury (for Loco) or 4 ranks in Diplomacy (for Ayizan).
sunlight and drinking warm rum while chatting with friendly Possession II: +1d8 Wis, –1d4 Str, –1d6 Dex; 8 ranks in
visitors. Legba has a soft spot for high quality tobacco and will Treat Injury (for Loco) or 8 ranks in Diplomacy (for Ayizan).
respond favorably to anyone who offers it as a gift. Possession III: +1d10 Wis, –1d6 Str, –1d6 Dex; 12 ranks in
Horse Attributes: While possessed, the horse gains the Treat Injury (for Loco) or 12 ranks in Diplomacy (for Ayizan).
following bonuses, penalties, and skills. The intensity of the Burdens: Loco demands that the character loudly announce
possession varies, depending on the level of possession (see his presence before he casts any spell. Ayizan forbids the
the Hougan advanced class). character to perform any spells or actions that cause harm to
Possession I: +1d3 Wis, –1d3 Str; 4 ranks of Knowledge others. Alternatively, she may demand that the character attach
(philosophy and theology). himself to a woman, safeguarding her from even the slightest
Possession II: +1d6 Wis, –1d6 Str; 4 ranks of Knowledge harm or inconvenience.
(philosophy and theology), 4 ranks of Knowledge (arcane
lore). Ogun
Possession III: +1d8 Wis, +1d4 Int, –1d8 Str, –1d4 Con; The Master of Iron, Lord of Fire, The Wounded Hero
8 ranks of Knowledge (philosophy and theology), 4 ranks in Personality and Duties: Ogun is a mighty warrior and
Knowledge (arcane lore). artificer of weapons. Possibly the most volatile of the Loa,
Burdens: The character must move at the speed of an Ogun is a slaughterer and the embodiment of the joy of battle.
elderly man, moving at half speed and suffering a –4 penalty Ogun is associated with destructive fire, lightning, and pure
to Initiative checks. Alternatively, the character may not venture Strength and aggression. Ogun is the “wounded soldier” and
outside during daylight hours. respects those that fight and suffer for what they believe in.
Ogun detests lies and deceit and is merciless to those who rely
Loco and Ayizan on them in life.
The Great Patrons Ogun is very much alive and well in the modern world,
Personality and Duties: Loco and Ayizan are the delighted to see so much warfare, but lamenting at how
companions of Legba, assisting him in his duties. They are impersonal it has become—he prefers hand-to-hand battles
husband and wife and will always appear as a pair. It is thought rather than the remote controlled, fight-from-a-distance sort of
that Loco was the first Hougan and Ayizan the first Mambo. Loco warfare that is practiced today.
is a great healer and a master of the arts of the asson. Ayizan is Behavior While Riding: The horse will stand tall and
the protector of sacred places and especially hounfours. Ayizan proud, like a soldier, but will be pained by a wound to his side
is the protector of Voudon rites. She also is concerned with that occasionally causes him to wince. His voice is strong and
seeing that women get fair and equal treatment, especially in demanding and the horse always speaks the truth (as he knows
religious rituals. While their presence always adds to the majesty and understands it). The horse loves weapons of all kinds and
of a rite, Loco and Ayizan are strict about all proprieties being will be angry if he is not holding or carrying a sword or gun.
observed—they mete out punishment to anyone who is lax in Horse Attributes: While possessed, the horse gains the
manner or etiquette during a ritual. following bonuses, penalties, and skills. The intensity of the
Loco and Ayizan are very active in the modern world, possession varies, depending on the level of possession (see
making sure that the old ways are practiced with skill and the Hougan advanced class).
18
Chapter Two: Voudon Magic
Possession I: +1d3 Str, +1d3 Con, –1d4 Int; 4 ranks in names. A Hougan calls it the Great Caille Ceremony while a
Knowledge (tactics) Bokor calls it the Bokor Rite.
Possession II: +1d6 Str, +1d6 Con, –1d6 Int; –1d3 Wis, 8 This ritual must be performed within a hounfour. In
ranks in Knowledge (tactics). addition, the Voudonist must make sacrifices of rum, tobacco,
Possession III: +1d8 Str, +1d8 Con, –1d8 Int, –1d6 Wis; 8 and other items favored by the Loa, requiring a Wealth check
ranks in Knowledge (tactics). with a Purchase DC equal to 5 + one-half his class level. The
Burdens: The character may not carry metal objects of any Voudonist can perform the ceremony without the sacrifices, but
kind. Alternatively, Ogun may require the character to carry at if he does, all his spells and incantations are performed as if
all times the largest sword he can find. the Voudonist were one caster level lower. For each additional
week in which the he forgoes providing sacrifices, this penalty
Simbi doubles. (In other words, he is at –1 caster level the first week,
The Great Serpent, He-Who-Straddles-the-Waters then an additional –2 caster levels the second week, and an
Personality and Duties: Simbi straddles the lines between additional –4 caster levels the third week.) If the Voudonist
light and darkness, sea and sky. He serves as the quicksilver ever drops to an effective caster level of 0 or lower, he loses
messenger who makes the impossible real. Simbi stands at the ability to cast spells forever and can never gain any
the very center of the crossroads, and thus of everything. additional levels in either Bokor or Hougan.
Because of this unique role, he perceives many truths, but
this has made him suspicious of most speech, knowing that Djab’s Call (Incantation)
it can be used for lies or cause great misunderstandings. For Conjuration (Summoning)
this reason, Simbi often speaks in riddles and wordplay, to Skill Check: Knowledge (arcane lore) DC 24; 6 successes;
confuse lesser Hougans and those that wish to abuse Voudon Failure: Two consecutive failed skill checks; Components: V,
for impure reasons. S, M; Casting Time: 60 minutes (minimum); Range: Close;
In Simbi’s eyes, not much has changed between the old and Effect: One summoned outsider; Duration: Variable (see text);
the modern world. People still seek knowledge as a form of Spell Resistance: Will negates (DC 11 + Charisma modifier).
power, and they often abuse what little knowledge they have at
their disposal. This incantation can only be learned by a Bokor of 3rd level
Horse Attributes: While possessed, the horse gains the or higher. It summons a djab, the Voudon term for any 1 HD
following bonuses, penalties, and skills. The intensity of the outsider (see Chapter 8 of the d20 Modern Roleplaying Game).
possession varies, depending on the level of possession (see The ritual must be performed within the Bokor’s hounfour and
the Hougan advanced class). the creature summoned appears within its boundaries. You may
Possession I: +1d6 Wis, +1d4 Int, –1d4 Str, –1d4 Dex; 4 ask the creature to perform one task in exchange for payment
ranks in Sense Motive. from you. You must be able to communicate with the creature
Possession II: +1d8 Wis, +1d6 Int, –1d6 Str, –1d6 Dex; 4 called in order to bargain for its services.
ranks in Sense Motive, 4 ranks in Diplomacy. The creature called requires payment for its services. This
Possession III: +1d10 Wis, +1d8 Int, –1d10 Str, –1d6 Dex, payment can take a variety of forms—rum, fine spices, gold
–1d4 Con; 8 ranks in Sense Motive, 4 ranks in Diplomacy. or other precious metals, magic items, etc. The greater the
Burdens: Simbi forbids the character from casting spells or payment, the more lengthy and complex a task the djab will be
incantations that relate to him (see Loa And Spells below) and willing to perform.
insists that he speak only in a whisper. For a payment worth Purchase DC 15, the djab will perform
the task for a number of minutes equal to ten times the Bokor’s
class level. For payment worth Purchase DC 20, the djab will
Voudon Rituals and Incantations perform the task for a number of hours equal to the Bokor’s
In addition to being able to cast normal spells, every Hougan class level. For a payment worth Purchase DC 25, the djab will
and Bokor learns a variety of rituals that are the heart of perform the task for a number of days equal to the Bokor’s
Voudon. These rituals not only celebrate the Loa in their class level.
various forms, but also serve as the link that provides the On the round that the djab arrives, the Bokor must explain
Voudonist with the magic that powers his spells. what task he wants performed and present his offering. On
The rituals described below with the “incantation” notation the following round the djab will either accept the payment
use all the rules found in Chapter 3 of the Urban Arcana and begin the task or refuse and insist the Bokor continue
Campaign Setting. bargaining. (Extended bargaining does not shorten the length
of the time a djab can perform tasks—the clock doesn’t start
The Great Caille Ceremony/The Bokor Rite running until the bargain is struck.) If the Bokor and djab
Like Mages that must study their texts and Acolytes that must cannot come to terms in 10 minutes, the djab automatically
pray each day, so too must the Voudonist show his devotion returns to its home beyond Shadow.
to the Loa. Unlike these other spellcasters, a Voudonist need The djab has only the normal abilities associated with its
only perform this ritual once per week. The ritual is essentially species—it does not gain special movement or other powers.
the same for all Voudonists, although they call it by different When the task has been completed, or the duration bargained
19
Chapter Two: Voudon Magic
for expires, the djab fades back into Shadow. Before leaving, Secondary Casters: 12 required (not including the primary
the djab reports its success to you, if appropriate and if caster).
possible. Backlash: 4d6 points of damage.
Secondary Casters: 4 required (not including the primary Experience Point Cost: 100 XP.
caster). Failure: Death. Primary caster’s own spirit is damaged by
Backlash: Attack. The summoned creature attacks the caster the blasphemy of the ritual, causing her to die.
and will fight until it or the caster is killed. Special: Primary caster must be a 10th-level Bokor, and
Special: Primary caster must be a Bokor of 3rd level or must have allegiance to Voudon.
higher, and must have allegiance to Voudon.
Bokor’s Price
There is a price for the versatile spellcasting power the
Bokor wields. Every time that the Bokor attempts to
cast a spell, she suffers damage equal to 1d4 +
spell level.
If the Bokor loses any hit points due to this
damage, she must make a Concentration check (DC
10 + the number of hit points lost). If this check succeeds,
the spell is cast normally. If it fails, the spell is disrupted and
Table 2–2: The Bokor
Class Base Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +0 +2 Arcane skills, arcane spells, bokor’s price, +0 +0
create hounfour
2nd +1 +0 +0 +3 Bonus feat, arcane spells +1 +0
3rd +1 +1 +1 +3 Djab’s call, arcane spells +1 +1
4th +2 +1 +1 +4 Craft magic charm, arcane spells +1 +1
5th +2 +1 +1 +4 Bonus feat, arcane spells +2 +1
6th +3 +2 +2 +5 Djab’s pact, arcane spells +2 +2
7th +3 +2 +2 +5 Arcane spells +2 +2
8th +4 +2 +2 +6 Bonus feat, arcane spells +3 +2
9th +4 +3 +3 +6 Djab’s trust, arcane spells +3 +3
10th +5 +3 +3 +7 Zombi ritual, arcane spells +3 +3
22
Chapter Two: Voudon Magic
The hounfour has a maximum size of 10 feet plus 5 feet Bokor Spells per Day by Spell Level
per 2 class levels. Once established, a hounfour retains its Level 0 1 2 3 4 5
arcane abilities for one week. If any sort of Voudon ritual 1st 5 3 — — — —
is performed within its boundaries during that time, the 2nd 6 4 — — — —
hounfour will retain its arcane properties for one additional
3rd 6 5 — — — —
week. In other words, so as long as the hounfour is used at
4th 6 6 3 — — —
least once per week, it will remain active indefinitely.
Anyone inside a hounfour gains spell resistance from any 5th 6 6 4 — — —
spells or incantations cast from outside the circle. This spell 6th 6 6 5 3 — —
resistance is equal to 10 + the class level of the Bokor who 7th 6 6 6 4 — —
created the hounfour. If a person within a hounfour already 8th 6 6 6 5 3 —
possesses spell resistance from another source, his spell 9th 6 6 6 6 4 —
resistance instead increases by a number equal to the Bokor’s
10th 6 6 6 6 5 3
level in the Bokor advanced class. This spell resistance has no
effect on spells cast within the hounfour, although a person’s
innate spell resistance still applies. Bokor Bokor Spells Known
Most people and creatures can move freely into and out Level 0 1 2 3 4 5
of a hounfour without affecting it. However, anyone with the 1st 4 2 — — — —
“outsider” creature type must make a Will save (DC 15 + class 2nd 5 2 — — — —
level of the Bokor who created the hounfour) to pass across 3rd 5 3 — — — —
the threshold into or out of the hounfour.
4th 6 3 1 — — —
Bonus Feats 5th 6 4 2 — — —
At 2nd, 5th, and 8th level, the Bokor gets a bonus feat. The 6th 7 4 2 1 — —
bonus feat must be selected from the follow list, and the Bokor 7th 7 5 3 2 — —
must meet all the prerequisites of the feat to select it. 8th 8 5 3 2 1 —
Attentive, Archaic Weapon Proficiency, Educated, Frightful 9th 8 5 4 3 2 —
Presence, Improved Magic Defense*, Low Profile, Magic
10th 9 5 4 3 2 1
Defense*, Studious, Toughness.
* New feat described in Modern Player’s Companion.
Charisma Bonus Spells by Spell Level
Djab’s Call Score 0 1 2 3 4 5
At 3rd level, the Bokor learns the djab’s call incantation (see 12–13 — 1 — — — —
Voudon Rituals and Incantation for details). 14–15 — 1 1 — — —
16–17 — 1 1 1 — —
Craft Magic Charm 18–19 — 1 1 1 1 —
At 4th level, the Bokor gains the ability to create special
20–21 — 2 1 1 1 1
magical charms, meant to be worn or carried by others.
To create a magic charm, the Bokor must spend 1 hour to 22–23 — 2 2 1 1 1
perform a ritual in her hounfour. At the end of the ritual, she
spends 1 action point to infuse magical energy into a doll, Djab’s Pact
medicine bag, necklace, piece of parchment inscribed with At 5th level, the Bokor learns the djab’s pact incantation (see
arcane runes, or similar item (Purchase DC 5). Voudon Rituals and Incantation for details).
A magic charm has one of the following effects, chosen by
the Bokor at the time of its creation: Djab’s Trust
• The bearer gains a +2 bonus to all saving throws. This At 9th level, the Bokor learns the djab’s trust incantation (see
effect ends as soon as the bearer fails a saving throw, at Voudon Rituals and Incantation for details).
which time the charm is destroyed.
• The bearer suffers a –1 penalty to all attack rolls, saving Zombi Ritual
throws, and skill checks. This effect ends as soon as the At 10th level, the Bokor learns the zombi ritual, a terrible rite
bearer beats the DC of such a roll by 5 or more. that strips the spirit of a person from their body, reducing them
• The bearer can be targeted by any spell or incantation to a mindless servant of the Bokor (see Voudon Rituals and
cast by the Bokor who crafted the focus, regardless of Incantation for details).
distance. After the Bokor targets the bearer with a spell
or incantation, however, the magic charm is destroyed Bokor Spells
(whether the spell or incantation succeeds or not). Bokor have access to all Arcane spells in the d20 Modern
All effects of a magic charm end if the charm is destroyed. Roleplaying Game, Urban Arcana Campaign Setting, and Chapter
23
Chapter Two: Voudon Magic
One of this book, except those listed below. Spells marked with The Hougan
an asterisk (*) appear in Chapter One of this book. A Hougan is the traditional priest of the Voudon religion. It
0-Level—fingernailgun*, flashpaint*, manual-focus is his duty to listen to and interpret the wishes of the Loa,
binoculars*, no doze*, phantom sniper*; 1st-Level—be provide spiritual guidance to the devoted, and act as a social
the ball*, cellular barrage*, cellular hand*, download skill*, anchor for the people. The Hougan fulfills many roles among
dud*, hypnotic screensaver*, R&R*, whoopwhorlarch*; 2nd- his community—leader, doctor, advisor, and confessor to name
Level—autopilot*, blowout*, floor it*, hand gun*, knockout gas*, just a few.
mine detector*, questionnaire*, vigilant vermin*, web, zonk*; Any Voudon worshipper may be possessed by the spirit
3rd-Level—greater hand gun*, hand grenade*, itchy trigger of a Loa during a ritual, but the Hougan experiences these
finger*, jury rig*, object to ink*, rebroadcast*, universal remote*; spiritual joinings on a much more frequent basis. He calls
4th-Level—animate dead, cranial hard drive*, dimension door, upon the Loa daily and uses his connection to these powerful
greater autopilot*, rocket launcher*, wall of fire, wall of ice; 5th- beings to cast spells imbued with divine energy. Modern
Level—save to disk*, telekinesis, wall of iron, wall of stone Hougans make no distinction between the Old World Loa
(those brought over from Africa with the original slaves and
Burden Lists practitioners) and New World Loa (those who were adopted
Bokor may not cast any spell that requires energy from a Loa from the native spirits of the Caribbean and other places that
that has placed a burden on the Hougan (see Loa and Spells). Voudon is now practiced) and call upon either as the need
All: 0—mage hand; 1st—light-gathering eyes*; 2nd— arises.
enhance ability, resist energy; 4th—bestow curse, remove In the modern era, Hougans can be found anywhere—the
curse. shanty towns of Haiti, the sultry streets of New Orleans, or
Agwé: 0—light, prestidigitation; 3rd—water breathing; even in small towns in the heartland of America. No matter
4th—amphibious craft*, energy trap, ice storm; 5th—cone of where he is, the Hougan still performs the same tasks that
cold. his kind have always done. Many own or are affiliated with
Ashadeh Bòcò: 0—light, prestidigitation, welding touch; shops that sell the various supplies needed for Voudon rituals,
1st—tinnitus*; 3rd—lightning bolt; 4th—energy trap. while others keep to themselves, revealing their powers only
Baron Samedhi: 0—daze, prestidigitation; 1st—bypass to other trusted believers in Voudon. Some Hougans wear
bystanders*, ray of fatigue; 3rd—vertigo*; 4th—brawl*, fear; the “primitive” regalia of old—loin cloths, body paint, and
5th—cloudkill. ritualistic tattoos and piercings—but most dress in typical
Carrefour: 0—daze, prestidigitation; 1st—cause fear; modern outfits. Since the Loa themselves make efforts to adapt
3rd—halt undead; 4th—fear. and change to the modern world, these Hougans believe that a
Damballah and Ayida Wèdo: 0—light, prestidigitation; Voudon priest should do no less.
1st—feather fall; 2nd—levitate; 3rd—yardbird*; 4th—ice Select this advanced class if you want your character to
storm. draw upon the powers of the Loa to perform magic.
Dan Petro: 0—light, prestidigitation; 1st—jump; 2nd— The fastest path into this advanced class is from the
knock, spider climb; 3rd—haste, hold person, slow; 5th—hold Dedicated hero basic class, though other paths are possible.
monster, passwall.
Erzulie: 0—daze, light, prestidigitation; 1st—change Requirements
self, plain brown wrapper*, sleep, sparkly shiny*; 2nd—blur, To qualify to become a Hougan, a character must fulfill the
glitterdust, invisibility; 3rd—displacement, gender bender*, following criteria.
invisibility sphere; 4th—confusion. Allegiance: Voudon
Ghede: 0—prestidigitation; 1st—ray of fatigue; 2nd— Skills: Craft (visual arts) 6 ranks, Knowledge (arcane lore)
darkvision; 3rd—vertigo*. 6 ranks, Knowledge (theology and philosophy) 6 ranks, Spot
Legba: 0—detect magical aura, light, prestidigitation, 6 ranks.
resistance; 1st—hold portal, mage armor, shield; 2nd— Feats: Iron Will; any 1 of the “Chosen of” feats (except
arcane lock, protection from arrows/bullets; 3rd—dispel Chosen of Carrefour, Chosen of Baron Samedhi, or Chosen
magic; 4th—minor globe of invulnerability, stoneskin; 5th— of Simbi). The Loa then becomes his “Chosen Loa” for the
phantom watchdog, wall of force. purposes of spells and incantations.
Ogun: 0—light, prestidigitation, resistance; 1st—burning Holy Symbol: When the character declares himself a
hands, bypass bystanders*, magic missile, magic weapon, Hougan, he creates an asson as a symbol of his faith. An asson
point-‘n’-shoot*, power device; 3rd—fireball, flaming is a ceremonial rattle, usually made of a large gourd, filled with
projectiles, greater magic weapon, keen edge; 4th—brawl*, snake vertebrae and wrapped in a net of beads. Creating an
shout; 5th—cloudkill. asson takes 6 hours once the appropriate materials have been
Simbi: 0—detect magical aura, jargon*, light, message, gathered (no check required).
prestidigitation, read magic; 1st—comprehend languages; The asson is referred to as the Hougan’s holy symbol. It
2nd—glitterdust, locate object, magic mouth, see invisibility; is usually no larger than 12 inches long by 6 inches wide,
3rd—communication barrier*, dispel magic, tongues, x-mark*; can easily be held in one hand, and has no appreciable
4th—arcane eye. weight. The Hougan needs his asson to cast spells and to
24
Chapter Two: Voudon Magic
turn or rebuke undead. If the Hougan’s asson is In addition, the Hougan
lost, stolen, or broken, he cannot use these receives bonus spells
powers until he creates a new one. based on his Wisdom
score. Determine the
Class Information Hougan’s total number
The following information pertains to the of spells per day by
Hougan advanced class. consulting the two charts
below.
Hit Die Whereas the Acolyte must
The Hougan meditate or pray in order to
gains 1d8 hit get her spells, a Hougan only
points per level. has to perform the Great Caille
The character’s Ceremony once per week. When
Constitution a full week has passed since he
modifier applies. last performed the ceremony,
his spellcasting powers cease
Action Points to function until he performs it
The Hougan gains a number again. For details of the Great Caille
of action points equal to 6 Ceremony and the full effects of
+ one half his character failing to perform it regularly see
level, rounded down, every Voudon Rituals and Incantations
time he attains a new level above.
in this class.
Possession
Class Skills Starting at 1st level, the Hougan can
The Hougan’s class skills (and open himself up and invite the spirit
the key ability for each skill) of a Loa to “ride” him (see Possession, in
are: Bluff (Cha), Concentration Voudon Magic above). The GM decides whether
(Con), Craft (pharmaceutical, or not a Loa accepts the invitation, as well as
visual arts) (Int), Diplomacy (Cha), which Loa actually responds.
Knowledge (arcane lore, behavioral Because the Hougan devotes a great deal of
sciences, current events, earth and his life to encouraging Loa to “ride” him, he learns
life sciences, popular culture, theology to get more out of the experience than an ordinary
and philosophy) (Int), Listen (Wis), “horse” would. A Hougan gains Possession I at 1st level,
Profession (Wis), Read/Write Language Possession II at 5th level, and Possession III at 9th level.
(none), Research (Int), Sense Motive The bonuses, penalties, and skills gained during the
(Wis), Speak Language (none), Treat possession depend on the particular Loa (see Voudon Magic
Injury (Wis). above).
Skill Points at Each Level: 5 + If the Hougan possesses the “Chosen of” feat of a
Int modifier. particular Loa he can never have an ability score reduced to 0
when being “ridden” by that Loa.
Class Features
The following features pertain to the Hougan advanced class. Create Hounfour
At 1st level, the Hougan gains the ability to create a sacred
Divine Skills space, called a hounfour, that produces a number of special
At 1st level the Hougan gains access to the Concentration and effects. This has the same benefits and effects as the Bokor
Spellcraft skills as described under the Acolyte advanced class ability of the same name.
(see Chapter 9 in the d20 Modern Roleplaying Game). These
skills are considered permanent class skills for the Bokor. Turn or Rebuke Undead
Starting at 1st level, the Hougan gains the supernatural ability
Divine Spells to affect undead creatures, such as skeletons, vampires,
The Hougan’s key characteristic is the ability to cast divine ghosts, and zombies. This ability also works on creatures
spells similar to those cast by an Acolyte (See Chapter 9 in the that have been affected by the zombi ritual incantation, even
d20 Modern Roleplaying Game). See Hougan Spells below for though they are not undead. Zombis can be turned or rebuked,
details on which spells he may select. but they cannot be destroyed using this ability.
The Hougan is limited to a certain number of spells of The Hougan’s ability works identically to the Acolyte
each spell level per day, according to his Hougan class level. ability of the same name except that the Hougan can both
25
Chapter Two: Voudon Magic
turn and rebuke undead creatures. Each time he uses this Hougan Spells per Day by Spell Level
power he must decide whether he wants to turn or rebuke Level 0 1 2 3 4 5
his targets. For details, see Chapter 9 of the d20 Modern 1st 2 1 — — — —
Roleplaying Game. 2nd 2 2 — — — —
3rd 2 2 1 — — —
Bonus Feats
4th 3 2 2 — — —
At 2nd, 5th, and 8th level, the Hougan gets a bonus feat.
The bonus feat must be selected from the follow list, and the 5th 3 3 2 1 — —
Hougan must meet all the prerequisites of the feat to select it. 6th 3 3 2 1 1 —
Animal Affinity, Archaic Weapon Proficiency, Attentive, 7th 4 3 3 1 1 1
Educated, Frightful Presence, Improved Magic Defense*, Low 8th 4 4 3 2 2 2
Profile, Magic Defense*, Studious, Trustworthy. 9th 3 3 3 2 2 2
* New feat described in Modern Player’s Companion.
10th 4 3 3 3 3 3
Craft Magic Charm Wisdom Bonus Spells by Spell Level
At 4th level, the Hougan gains the ability to create special Score 0 1 2 3 4 5
magical charms, meant to be worn or carried by others. This
12–13 — 1 — — — —
ability is identical to the Bokor ability of the same name.
14–15 — 1 1 — — —
Turn or Rebuke Outsiders 16–17 — 1 1 1 — —
At 6th level, the Hougan gains the supernatural ability to 18–19 — 1 1 1 1 —
affect outsiders. The ability functions identically to the 20–21 — 2 1 1 1 1
Acolyte ability of the same name except that the Hougan 22–23 — 2 2 1 1 1
can both turn and rebuke outsiders. Each time he uses this
power he must decide whether he wants to turn or rebuke Hougan Spells
his targets. For details, see Chapter 9 of the d20 Modern Hougan have access to all Divine spells in the d20 Modern
Roleplaying Game. Roleplaying Game, Urban Arcana Campaign Setting, and Chapter
One of this book, except those listed below. Spells marked with
Wisdom of the Past an asterisk (*) appear in Chapter One of this book.
At 7th level, the Hougan increases the power of some spells he 0-Level—hermetic membrane*; 1st-Level—hawkeye*,
casts. When casting a spell that is associated with the Loa for missionary haven*, tanglemat*; 2nd-Level—ectodermis*,
whom the Hougan has the “Chosen of” feat, the Hougan gains knockout gas*, sympathetic sound*; 3rd-Level—animate dead,
an additional +1 to his effective caster level. divine copilot*; 5th-Level—reverse-view mirror*, wall of stone.
27
Chapter Three: Mundane Magic
Even in campaigns where magic is real, only in the rarest cases as a readied action in response to a spell being cast. Most
will it be omnipresent. No matter how powerful, influential, or substances lose effectiveness over time. Most people are
common magic is, there will be people in the world who may unwilling to constantly spend money on things that they can’t
not, cannot, or choose not to avail themselves of spellcasting be sure are doing the job, which is why so many people in the
abilities and magic items. real world don’t bother taking vitamins.
At first glance, it is clear that any character denied access The rules presented below model these restrictions,
to (or even knowledge of) arcane and divine effects is at a fallibilities, and difficulty of use. Though they can provide
significant disadvantage when confronting an opponent who characters with additional protection against magic, the
makes use of spellcasting and supernatural powers. However, drawbacks associated with them will likely make their use rare,
like the martial artist facing an opponent with a shotgun, the rather than commonplace.
odds can be evened with the right training and tools.
This chapter deals with various ways mundane characters Learning
can improve their ability to function effectively in a world where A character may know of a number of talismans and rituals
paranormal abilities are real. equal to twice her character level plus her Intelligence modifier
(minimum 0). Her player should record those she knows
on her character sheet. Learning the benefits of a talisman
Superstitions: Rituals and Talismans or a particular ritual requires a Research check (DC 15). If
Folklore and superstitions around the world speak of ways the researcher has 5 ranks in either Knowledge (behavioral
to protect oneself from witches, magic, and monsters— sciences) or Knowledge (history) she gains a +2 synergy
protection that requires no ability to wield magic. From making bonuses to the check. Each attempted check takes 2d6 hours
“the horns” to ward off the evil eye, to tossing salt over and provides knowledge of one ritual or talisman.
your shoulder to protect against bad luck, these are simple,
inexpensive acts and talismans that anyone can employ. Rituals
Inevitably, one wonders, if all those superstitious methods of These are simple acts that, if performed correctly and at the
protection against magic have a basis in fact, why don’t people correct time, can protect an individual or group. None of them
in a campaign world that features FX use them all the time? If a are magical, so they are unaffected by things that counter,
simple hand gesture can ward off the evil eye, one would expect dispel, or suppress magic.
anyone who knows about magic to make the gesture often, and Barriers: Thresholds, gateways, running water, and walls
that just doesn’t happen. There are several reasons why not. have great significance in folklore. Barriers can be created using
The first reason is that each action or substance only has substances like holy water, salt, a mixture of salt and flour,
limited effectiveness—one can never be sure if it worked. herbs, or smoke from particular herbs or wood (e.g., burning
Heroes have no way of knowing whether that a ritual act or sage). Each barrier affects only a particular type of opponent: A
talisman saved them or whether they would have achieved the barrier that is proof against spirits is not proof against vampires.
same success on their own. (Of course, players can and do Those who wish to discover an effective barrier must indicate
look at dice rolls and may know when they would have failed a what kind of creature they are trying to ward against before
saving throw.) In addition, ritual acts and talismans only work making their Research check.
in certain specific situations. So the heroes either have to Provided there is a sufficient amount of the required
know what they are going to encounter in advance and prepare substance, a barrier can be placed around an individual as a
just the right talismans and gestures, or they have to carry a full round action. An entire structure can become a barrier if
bundle of little trinkets around with them, which isn’t always each access point (window, door, chimney, ventilation duct, and
practical or socially acceptable. so on) is protected—each aperture takes a full round action
The second reason is ignorance. Many people don’t to protect. Crossing a barrier requires that creatures of the
carry these talismans or perform these acts simply because appropriate type make a Will save (DC 5 + the average level of
they don’t know of them. Even if the general public knows all characters involved in placing the barrier).
about magic in a given campaign, even if magic is commonly Gestures: An appropriate gesture, such as the many
accepted and understood, no one knows every folkloric ward in protections against “the evil eye” in world superstitions, can
the world. Even if someone did, it is very difficult to filter out sometimes provide a measure of protection. A gesture is only
the relatively few puissant guards against the forces of magic effective against a single specific spell. For example, a gesture
from the mass of ineffectual superstitions. that wards against magic missile cannot also provide protection
The third is a combination of expense and limited duration. from arcane eye. However, it makes no difference whether the
Many ritual acts must be performed when a spell is cast, spell is cast as a divine or an arcane spell.
28
Chapter Three: Mundane Magic
Gestures face the same restrictions as the somatic Purchase DC: The minimum Purchase DC for a single object
components of spell (see Chapter 10 of the d20 Modern or substance.
Roleplaying Game). A character cannot use a gesture while Duration: How long the protection of the object or substance
bound, grappled, or with both hands full or occupied. lasts. Most talismans provide protection against a specific
However, wearing armor has no effect on the ability to use a number of spell levels. Each time the talisman is used, subtract
warding gesture. the level of the cast spell from the talisman’s current duration.
A character may perform warding gestures a number of times Note that a talisman provides full protection until its duration
per day equal to her Wisdom bonus (minimum 1). Note that this is completely exhausted. For example, amber can protect against
is a total number of times per day for all gestures, not how many 12 levels of spells. If a particular piece of amber has already
times she may perform each gesture. She can, of course, keep protected against 9 levels of spells and a 4th-level spell is cast,
making the gesture after this, but it won’t have any effect. then the character still gets the full benefit of the amber’s effect
How a gesture is used depends on a spell’s duration: but the amber is immediately useless afterwards.
• If a spell has an instantaneous effect (for example, For those talismans that provide protection against
magic missile), then a character may ready a gesture creatures and their abilities, treat a creature or its abilities as
just like a counterspell against a spellcaster. In this case, a spell of a level equal to half the creature’s Hit Dice When
when the spellcaster starts a spell, the character gets measuring its effect on a talisman, a poison has an effective
a chance to identify it with a Spellcraft check (DC 15 + spell level based on its restriction rating—the spell level is
spell level) if she has ranks in that skill. Whether or not equal to the black market Purchase DC listed on Table 4–1 of
the check succeeds, the character may perform a warding the d20 Modern Roleplaying Game.
gesture, but if it succeeds the character may choose
not to perform a gesture if she doesn’t know one that Common Talismans
is effective against the spell being cast. If the character These common talismans are presented in alphabetical order.
performs an appropriate warding gesture, the player rolls Amber: Amber provides protection against transformation.
1d20 + 1/2 character level. If the result is higher than As it functions, amber gradually becomes soft and cloudy.
the caster level of the spellcaster, then the spell fails. Description: A piece of amber, roughly the size of a human
• If a spell has a timed duration or a duration of finger. Worn as: Amulet, bracelet, brooch, earring, medallion,
concentration, the gesture can be performed at any time necklace, ring, scarab. Effect: +1 bonus on saves against
during the spell’s duration. Performing a warding gesture Transmutation spells and effects, and the spell-like and
in this manner is an attack action. This gives the character supernatural abilities of aberrations. Duration: A piece of
performing the gesture spell resistance equal to half her amber protects against 12 levels of spells. Purchase DC: 12.
character level for 1 round. This resistance extends in a Aqua Regia: Aqua regia is a mixture of nitric and hydrochloric
five-foot radius around the character that performed the acids that liberates chlorine, named because it can dissolve
gesture. If, for example, the sensor of an arcane eye spell the “king” of metals, gold. As aqua regia functions, it becomes
crosses the radius of a gesture attuned to that spell, the cloudy and loses potency until it smells and acts like water.
caster must make a caster check or lose the spell. Description: A glass vial that contains a few ounces of aqua regia.
• If a spell’s duration is permanent, gestures have no effect. Worn as: Amulet, brooch, medallion, necklace, scarab. Effect: +1
Prayers: A prayer can be performed as an attack action bonus on all saves against Abjuration spells and effects and a
without the presence of any holy symbol, medallion, or text. +1 bonus on saves against poison. Duration: A vial of aqua regia
A praying character adds her ranks in Concentration to all protects against 12 levels of spells. Purchase DC: 8.
Will saves made against Divine spells and the spell-like and Bells or chimes: These small musical items protect
supernatural abilities of outsiders. The protection lasts for 1 the mind against attempts to control or influence it. As
round, and the prayer can be repeated as often as is necessary. they function, bells and chimes darken, crack, and become
discordant. Description: At least one bell or chime the size
Talismans of a human finger knuckle. Worn as: Anklet (takes the place
These are objects that, if worn properly, can provide some of boots, shoes, or sandals), bracelet, earring, medallion,
additional protection against specific types of spells. Talismans necklace. Effect: +1 bonus on saves against mind-affecting
are not magical, so they are unaffected by things that counter, Enchantment spells and effects. Duration: A bell or chime
dispel, or suppress magic. Each talisman description contains protects against 8 levels of spells. Purchase DC: 8.
most or all of the following pieces of information. Cedar: Talismans of this wood are made from any type of
Name: What the talisman does in descriptive terms. cedar tree other than cypress or mahogany. As it functions,
Description: A description of the size and shape of the a cedar talisman rots and crumbles. Description: A piece of
object or substance. cedar at least four inches in length. Worn as: Amulet, bracelet,
Worn As: This lists the forms in which the object or brooch, medallion, necklace, scarab. Effect: +1 bonus on all
substance may be effectively crafted, and determines on which saves against Illusion spells and effects. Duration: A piece of
parts of the body it may be worn (see Limit on FX Items Worn cedar protects against 8 levels of spells. Purchase DC: 6.
in Chapter 10 of the d20 Modern Roleplaying Game). Cinnabar: This is a deep red mineral that results in
Effect: What the talisman does in rules terms. mercury sulfide when properly processed. In Asia, alchemists
29
Chapter Three: Mundane Magic
believed it was a key ingredient in an elixir of immortality. As Will saves against Evocation spells and effects. Duration: Eagle
it functions, a cinnabar talisman turns the color of dried blood feathers protect against 4 levels of spells. Purchase DC: 5.
and crumbles away. Description: Feathers, Peacock: Many myths surround the beautiful
For Character Creation A piece of unprocessed cinnabar. tail feathers of the peacock, and as talismans they draw power
The GM should decide whether Worn as: Amulet, brooch, earring, from those myths. As it functions, a peacock feather talisman
heroes know a handful of effective medallion, necklace, ring, scarab. gradually becomes ragged and bedraggled. Description: A
rituals and talismans at the start of Effect: +1 bonus on Will saves single, intact tail feather from a peacock. Worn as: Headband
play. In campaigns where the heroes
learn about presence of magic and against Necromancy spells and or carried in one hand. Effect: +1 bonus on all saves against
spellcasting sometime after the first few effects. Duration: A piece of Evocation spells and effects. Duration: Peacock feathers
adventures, they should not begin the cinnabar protects against 4 levels protect against 8 levels of spells. Purchase DC: 5.
game with knowledge about rituals and of spells. Purchase DC: 4. Ghost Money: In Chinese tradition, people paint yellow
talismans. In campaigns where magic
is commonplace, each hero should be Clover: Although superstitions paper with lucky symbols and burn it on special occasions to
able to start the game knowing about about the four-leafed clover are send it to the ancestors. In the spirit world, it has the same
a number of rituals and talismans the most commonly heard, any value as money in the real world. Many also consider coins
equal to her Intelligence bonus. The type of clover is effective. As the from foreign lands, coins used as emblems by organizations,
GM should determine randomly which
ones the heroes know (see Table 3–1 clover functions, it darkens, dries, and coins handed down through a family to be lucky. As it
Random Rituals and Talismans below) and becomes brittle. Description: A functions, a ghost money talisman becomes tarnished and
or assign them based on character complete flower. Worn as: Amulet, brittle. Description: Currency. Worn as: Amulet, brooch,
concept and background. brooch, medallion, scarab. Effect: medallion, necklace. Effect: +1 bonus on all saves against
Table 3–1: Random Rituals and Talismans +1 bonus on Will saves against mind-affecting Enchantment spells and effects; and +1 bonus
d% Ritual or Talisman Abjuration spells and effects. against spell-like and supernatural effects caused by undead
Rituals Duration: Clover protects against 4 creatures. Duration: Ghost money protects against 12 levels of
01-03 Barrier levels of spells. Purchase DC: —. spells. Purchase DC: 10.
04-07 Gesture Cold Iron: Unforged iron Gold: One of the earliest metals worked by humans.
08-10 Prayer
acts as an anchor and stabilizing Although alchemists were known for trying to turn lead
Talismans element. As it functions, it into gold, their belief was that doing so would teach them
11-12 Amber
oxidizes and becomes reddish much about perfection and thus the secret of eternal life
13-14 Aqua Regia
15-17 Bells or Chimes
and brittle. Description: Roughly a for the person wearing it. As it functions, a gold talisman
18-20 Cedar half pound of wrought iron (not becomes brassy and brittle, and begins leaving green stains.
21-24 Cinnabar forged or alloyed iron). Worn as: Description: Gold jewelry. Worn as: Amulet, bracelet, brooch,
25-28 Clover Amulet, bracelet, brooch, earring, earring, medallion, necklace, ring, scarab. Effect: +1 bonus on
29-31 Cold Iron medallion, necklace, ring, scarab. saves against Conjuration spells and effects. Duration: An item
32-35 Feathers, Eagle Effect: +1 bonus on saves against of gold jewelry protects against 8 levels of spells. Purchase
36-38 Feathers, Peacock Conjuration spells and effects, +1 DC: 8.
39-41 Ghost Money dodge bonus to Defense against Hemlock: The leaves and flowers of the hemlock
42-44 Gold
attacks made by summoned plant have long been used in both poisons and alchemical
45-47 Hemlock
creatures. Duration: A piece of compounds. As it functions, a hemlock talisman dries, becomes
48-50 Horseshoe
51-54 Hu Fu
cold iron protects against a total of brittle and curled, and eventually crumbles. Description: A
55-56 Jade 12 levels of spells and 12 attacks sprig of hemlock. Worn as: Amulet, brooch, medallion, scarab.
57-60 Mercury by summoned creatures. (Note Effect: +1 bonus on all saves against Necromancy spells and
61-62 Oak and Ash that many creatures have multiple effects. Duration: A sprig of hemlock protects against 8 levels
63-65 Pearl attacks per round—bite, claw, of spells. Purchase DC: 5.
66-69 Predator, Claw etc.). Purchase DC: 5. Horseshoe: A longtime symbol of good luck, some hold
70-72 Predator, Fang Feathers, Eagle: Gathering that a horseshoe must be displayed with the open part facing
73-76 Rabbit’s Foot eagle feathers used to require up, but that is unnecessary. As the horseshoe functions, it
77-78 Silk Charm
journeys in the wilderness, rusts (or corrodes) and crumbles. Description: A horseshoe,
79-81 Thousand-stitch Headband
82-85 Wolfsbane
hazardous climbs to eagle nests, minimum one inch across, made of metal. Worn as: Amulet,
86-89 Worry Beads and potentially combat with an brooch, earring, medallion, necklace, scarab. Effect: +1 bonus
Divine Talismans eagle. Now one can buy them over on all saves against Abjuration spells and effects. Duration:
90-93 Holy Symbols and Medallions the Internet (although feathers from Horseshoes protect against 8 levels of spells. Purchase DC: 5.
94-97 Holy Water an American bald eagle require Hu Fu: Also called a “fu charm,” it is created by trained
98-00 Phylactery the purchaser to prove that he is a Taoist priests and sorcerers. As it functions, this talisman dries,
Native American—and the waiting fades, and becomes brittle. Description: Yellow rice paper
list is years long). As it functions, painted with secret words and ideographs. Worn as: Amulet,
an eagle feather talisman gradually becomes ragged and brooch, headband; medallion, scarab. Effect: +1 bonus on Will
bedraggled. Description: A single, intact feather from an eagle. saves against Divination spells and effects. Duration: Hu fu
Worn as: Headband or carried in one hand. Effect: +1 bonus on protect against 4 levels of spells. Purchase DC: 5.
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Chapter Three: Mundane Magic
Jade: Jade provides protection against necromancy and bear, big cat, or canine, or the tusk of a boar. Worn as: Bracelet,
evil beings. As it functions, jade slowly darkens and softens. necklace. Effect: +1 bonus on all saves against Conjuration
Description: A piece of jade of any color, roughly the size (summoning) spells and effects. Duration: A predator fang
of a human finger. Worn as: protects against 8 levels of
Amulet, bracelet, brooch, spells. Purchase DC: 10.
earring, medallion, necklace, Rabbit’s Foot: A simple
ring, scarab. Effect: +1 bonus rabbit’s foot is supposed
on saves against Necromancy to be lucky, even though
spells and effects and against having four of them didn’t
the spell-like and supernatural do the rabbit any good. As
abilities of creatures with an it functions, the fur falls
allegiance to evil, such as out in clumps. Description:
fiends. Duration: A piece of The single foot of an adult
jade protects against 12 levels rabbit. Worn as: Necklace, or
of spells. Purchase DC: 15. carried in one hand. Effect:
Mercury: The strange +1 bonus on Reflex saves
properties of quicksilver, against Conjuration (creation)
the only metal that is liquid spells. Duration: A rabbit’s foot
at room temperature, have protects against 4 levels of
fascinated alchemists and spells. Purchase DC: 2.
scientists for centuries. As it Silk Charm: These charms
functions, a mercury talisman are woven from crimson-colored
gradually hardens until it is silk. As it functions, a silk charm
no longer liquid. Description: becomes worn and threadbare,
A vial containing a few ounces and any attachments fall off and
of mercury. Worn as: Amulet, cannot be replaced. Description:
brooch, necklace. Effect: +1 A ribbon of crimson-colored silk
bonus on Will saves against woven into an elaborate pattern,
Illusion spells and effects. sometimes with beads, mirrors,
Duration: A vial of mercury charms, or gems attached. Worn
protects against 4 levels of as: Brooch, headband. Effect:
spells. Purchase DC: 6. +1 bonus on all saves against
Oak and Ash: These two types of wood, combined, provide Divination spells and effects and a +1 luck bonus to Defense.
protection against illusion and Fey creatures. As they function, Duration: A silk charm protects against 12 levels of spells—each
the wood gradually chars and becomes brittle. Description: attack it affects counts as 1 spell level. Purchase DC: 12.
Two green twigs woven together. Worn as: Bracelet, headband, Thousand-stitch Headband: Many Japanese aviators wore
necklace. Effect: +1 bonus on all saves against Illusion spells items similar to these during World War II. The thousand-stitch
and effects, and against the spell-like and supernatural headband is a piece of silk embroidered with prayers. This
abilities of Fey creatures. Duration: Oak and ash protect embroidery requires one thousand stitches, thus the name.
against 12 levels of spells. Purchase DC: —. As it functions, this talisman becomes worn, threadbare, and
Pearl: A talisman is made from a natural pearl, not from an stained. Description: A silk headband stitched with prayers;
artificial one. As a pearl talisman functions, it loses its luster it may have other decorations. Worn as: Headband. Effect:
and shine until it resembles a dull, plastic bead. Description: +1 bonus on all saves against Divination spells and effects.
A single pearl. Worn as: Amulet, brooch, earring, medallion, Duration: A thousand-stitch headband protects against 8 levels
necklace, ring, scarab. Effect: +1 bonus on all saves against of spells. Purchase DC: 5.
Transmutation spells and effects. Duration: A pearl protects Wolfsbane: This plant, also known as aconite or
against 8 levels of spells. Purchase DC: 10. monkshood, is of the same family as buttercups. Aconitine,
Predator Claw: The claw of a bear or a big cat once an alkaloid derived from certain varieties of this plant, is
indicated bravery and skill as a hunter. As it functions, the claw sometimes used as a sedative. The poisonous qualities of
gradually chips and flakes. Description: The single claw of a wolfsbane have been recognized for centuries. As it functions,
bear or a big cat. Worn as: Bracelet, necklace. Effect: +1 bonus a wolfsbane talisman dries and crumbles. Description: A sprig
on Will saves against Conjuration (summoning) spells and of wolfsbane. Worn as: Amulet, bracelet, brooch, medallion,
effects. Duration: A predator claw protects against 4 levels of necklace. Effect: +1 bonus on Will saves against Transmutation
spells. Purchase DC: 10. spells and effects. Duration: A sprig of wolfsbane protects
Predator Fang: The fang of a bear, big cat, boar (tusk), or against 4 levels of spells. Purchase DC: 3.
feral canine can be an efficacious talisman. As it functions, the Worry Beads: Worry beads may be as simple as wooden
fang gradually chips and flakes. Description: The single fang of a beads on a cotton or nylon string or as elaborate as intricately
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Chapter Three: Mundane Magic
carved gems on silk thread. As they function, beads crack hero can benefit from two of the same hand-carried talisman
and fall from the string. Description: A string of beads. Worn provided he carries one talisman in each hand.
as: Belt, bracelet, necklace, or carried in the hand. Effect: +1 It is equally possible to combine different talismans worn
bonus on Will saves against mind-affecting Enchantment spells on the same part of the body that do different things. Medicine
and effects. Duration: A set of prayer beads protects against 4 bags, necklaces, and charm bracelets are common methods of
levels of spells. Purchase DC: 2. doing this. For example, a hero could combine a rabbit’s foot,
amber, and jade in a bag worn around his neck (all can be worn
Divine Talismans as necklaces). That hero gets the benefit of all three because
These three talismans have special functions based on faith and each protects against a different school of magic. A bag,
belief. They follow a different format from that of other talismans. necklace, or bracelet can hold up to 5 individual talismans.
Holy Symbols and Medallions: It is true that some A character may only benefit from a limited number of
creatures have an aversion to holy symbols, holy medallions, talismans at a time (see Limit on FX Items in Chapter 10 of the
and so forth (see Creature Weaknesses in Chapter 8 in the d20 Modern Roleplaying Game). However, when dealing with
d20 Modern Roleplaying Game). All that is necessary to use talismans only (not FX items) a character may choose to wear
them against such creatures is to present them. However, more than one pair of earrings, more than two rings, and so on
wearing such a symbol openly (as a headband, amulet, brooch, and gain benefit from only one of them. The advantage is that
medallion, necklace, scarab, or ring; see Limit on FX Items when one talisman is exhausted another automatically begins
Worn in Chapter 10 of the d20 Modern Roleplaying Game) protecting him. When a character dons more talismans than
while reciting an appropriate chant or prayer can provide some he can use at once, the player chooses which is active, and
additional protection. Using the symbol in this manner counts as in what order the extra talismans will become effective when
an attack action. The benefit is a +1 bonus on Will saves against the active one is destroyed. Changing this prearranged order
Divine spells, and against the spell-like and supernatural abilities counts as a move action.
of outsiders. The protection lasts for 1 round, and the prayer or
chant can be repeated as often as is necessary.
Holy Water: Holy water provides protection against evil. New Feats
As it functions, the water grows murky and dark. Description: A There are a handful of “metamagic” feats—abilities that can
vial of holy water. Worn as: Amulet, medallion, necklace, scarab. only be gained by characters that have spellcasting ability.
Effect: +1 bonus on saves against the abilities of outsiders It makes sense, then, that in a campaign where there is a
with allegiances to evil and against spells cast by characters or significant difference between the magical “haves” and “have
creatures with allegiances to evil. Duration: Holy water protects nots” there would also be a number of feats that can only be
against 10 levels of spells. Purchase DC: 15 taken by characters that cannot access arcane or divine powers.
Phylactery: A phylactery is a strip of parchment on which The following new feats are suitable for use in any modern
holy text is written, worn against the body in a box or some d20 System game that features spellcasting.
other container. The word “phylactery” comes from the Greek
for “safeguard”, and they are also known as tephillin (Aramaic Eldritch Knowledge
for “attachment”). A phylactery takes up two places on the You have a deep knowledge and understanding of the materials,
body, a headband and a bracelet (see Limit on FX Items Worn effects, and residues associated with spellcasters and their craft.
in Chapter 10 of the d20 Modern Roleplaying Game). Putting Prerequisites: Concentration 2 ranks, Decipher Script 2
on a phylactery is a ritual in itself, requiring 10 minutes. Once ranks, Research 2 ranks, no spellcasting ability.
appropriately donned, for as long as it is worn the phylactery Benefit: Knowledge (arcane lore) and Spellcraft become
provides a +1 bonus on all saves against Divine spells, and permanent class skills for you. Information on Knowledge
against the spell-like and supernatural abilities of outsiders. (arcane lore) can be found in Chapter 2 of the d20 Modern
Roleplaying Game. Information on Spellcraft appears in Chapter
Combining Talismans 9 of the d20 Modern Roleplaying Game. Note that some uses
It is possible to combine talismans that do overlapping things of Spellcraft are only useful to characters who can cast spells,
by wearing them on different parts of the body. For example, a and thus are not available to a character with this feat.
hero could wear a predator claw on a bracelet and a predator
fang on a necklace. That hero would get a +2 bonus on Will Magical Ground
saves against Conjuration (summoning) spells and effects, and You are so grounded in mundane reality that some spells fail to
a +1 bonus on all other saves against Conjuration (summoning) affect you.
spells and effects. Each talisman deteriorates a bit every time it Prerequisites: Base Will save +4, no spellcasting ability.
is used. Benefits: You gain spell resistance equal to 5 + half your
It is possible in some cases to combine talismans that do character level.
exactly the same thing since most of the bonuses have no type Special: You must also make a spell resistance check in
(enhancement, equipment, luck, etc.) associated with them. order to use any FX item. For example, Marcy is a Dedicated
A hero can wear two of the same talisman and benefit from hero 5/Investigator 3 and has the Magical Ground feat, so she
both if that talisman can be worn as a ring or as an earring. A has SR 9 (5 + half her character level). She wants to drink a
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Chapter Three: Mundane Magic
potion of Constitution, so she rolls 1d20 and adds the item’s Crime
caster level (5th, in this case). She gets a 15, which is well First, let’s examine how spells are likely to be used in the
above her SR, and the potion works. commission of crimes. One thing it’s important to remember
about magic in modern d20 System games is that it requires
Magical Sink time and dedication to acquire. Partly as a result of that, FX
Your very presence can cause nearby spells to fail. items are expensive. Magic won’t be used in the commission of
Prerequisites: Base Will save +6, no spellcasting abilities, petty crime unless one or both of those things changes.
Magical Ground. That still leaves a great deal of crime that could potentially
Benefits: There is an anti-magic zone centered on you and be augmented magically, including murder, theft, blackmail,
extending in every direction for a number of feet equal to 10 extortion, and arson, to name just a few. Some spells, like
+ your character level. All creatures and items within this zone magic missile and invisibility, have such obvious applications
must make a level check (DC 5 + your character level) every there is no point in discussing them here. Others require more
time they attempt to cast a spell or use a spell-like ability. If imagination. Mage hand, for example, could be used to turn out
the check fails, the spell or ability fails, too. a light switch at a critical moment, causing someone to injure
If you are targeted by a spell cast from outside this zone, herself, perhaps fatally. Additional criminal spells include:
your SR is equal to 5 + your character level. This is used in place Be the Ball: When you really, really need to make that Move
of the SR provided by Magical Ground, not in addition to it. Silently or Disable Device check.
Special: You may never use any FX item; they simply will Catalog: If you need to know which safety deposit box to
not work for you. crack, this spell will tell you. However, if there are more than a
few such boxes, this won’t narrow down your choices far enough.
Download Skill: The bonus is lower than be the ball, but it
MSI: Magic Scene Investigations lasts longer. Very useful for when you’ll need to make a series
Whether your heroes are cops or criminals, sooner or later you of checks with a single skill.
will need to understand the impact of magic on crime. In a world Electromagnetic Pulse: Consider three things when choosing
where magic is routinely used, even mundane police officers, between this spell and degauss (found in the Urban Arcana
forensic scientists, and private eyes need to be able to recognize Campaign Setting). First, this is higher level. You may need
when magic has been used at the scene of an investigation. that third-level spell slot for something else, making degauss
Many of the spells mentioned in this section come from this a better choice. Second, this spell is much more obvious. One
book or the Modern Players Companion. electrical circuit might fail randomly, but when every electrical
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Chapter Three: Mundane Magic
circuit in a 20-foot-radius burst fails simultaneously, it’s spell might show general signs of having fallen from a height,
suspicious. Third, it affects every electrical circuit in that radius, but not direct evidence that a spell lifted it above the surface
including your cell phone, PDA, digital watch, night-vision on which it now rests. A character struck by magic missile will
goggles, and any other computerized tools you brought with have a number of serious wounds on his body, but while a lack
you. Also keep in mind that many alarm systems automatically of an obvious weapon might seem suspicious, it is not in itself
send a warning signal to the company monitoring them when damning evidence. A detective who knows a thing or two about
the system fails (so keep communication barrier handy). magic might be allowed to attempt an Investigate or Spellcraft
Floor It: If you have to make your get away by automobile, check to notice that the wounds were not made by a mundane
this could be indispensable. weapon, but only timely use of detect magical aura can tell for
Hermetic Membrane: A great spell for protecting yourself, certain that a spell caused the wounds.
but not the rest of your team. Then again, if you’re a criminal Ultimately, identifying the use of magic requires knowledge,
maybe you don’t care about anyone else. If you want to be a experience, and common sense. If magic is common and well
team player, check out trace purge (found in the Urban Arcana known in your campaign, the police will quickly recognize
Campaign Setting) as an alternative. suspicious signs and notify their crime scene investigators that
Light-Gathering Eyes: Of a lower level than darkvision a forensic mage is necessary. If magic is rare or rarely known,
(found in the Urban Arcana Campaign Setting), it requires police may call on “consultants” with reputations for solving
some ambient light to work. unsolvable crimes—but usually after the magical evidence has
Rebroadcast: Make a closed-circuit television camera show long since dissipated.
a minute where you aren’t in view. Since it doesn’t damage or
disable the camera, it’s hardly noticeable. Investigation
Search Room: This spell doesn’t guarantee success, but An investigator, even one who is a spellcaster, should not rely
it speeds up searching an entire room and you only need to only on magic. No amount of arcane assistance will replace the
name the item for which you’re looking. skilled use of the five mundane senses when examining the
Send as Attachment: Afraid the police will find and search scene and considering all the evidence. Still, once the heroes
you? Avoid the hassle by sending small, high-value items over know magic was involved, they can leave the collection of
the Internet with this spell. Just remember that a record of the forensic evidence to the other investigators and concentrate on
sent message is stored on the computer you used to send it, the magic side. Some tools in an investigator’s kit include:
and you may want to degauss that machine. Arcane Eye: This spell is ideal for checking those pesky
Tinnitus: Combined with be the ball or download skill, this ventilation ducts, crawlspaces, and other tight spots where a
can almost guarantee you’ll successfully sneak past a guard. horrible monster could be lurking, or where evidence might
Welding Touch: Sometimes you need to break in, and a linger out of sight of conventional investigation methods.
cutting torch is too heavy or noticeable. Augury: When time is of the essence, you can’t waste it
Whorlooparch: When a complete lack of evidence would be running down dead ends. You need to know which clues to
suspicious by itself, you can use this to leave fingerprints— follow, and this spell can help.
just not any that can be traced back to you. Comprehend Languages: You can’t speak every language
under the sun. If a crime happens in Little Odessa, Chinatown,
Identification or Spanish Harlem, it might behoove you to understand a
The first step in investigating a crime that involves magic is language other than English. That’s where this spell comes
realizing that spellcasting was involved. Sometimes that will in handy. Remember that even when the witnesses can’t see
be obvious. The detritus left behind by ice storm, for example, through the veil of Shadow, they may have seen the criminal,
would be an obvious sign in Miami, but not in Nome. And or seen mundane effects that they can describe and assist your
evidence is not always that obvious. Even something as simple investigation. After all, everyone knows what snow and ice look
as an apparent suicide could actually be the result of an like, even if they don’t understand (or believe) that they might
assailant moving a chair with mage hand. not have formed naturally.
For investigators with access to spellcasters of their own, Detect Magical Aura: A 0-level spell that, when combined
the spell detect magical aura is an ideal tool for examining the with Spellcraft, can provide you with a great deal of information
scene of a crime—if you arrive soon enough. The longest aura about the spell or spells used. Unfortunately, it is time-critical. If
duration, according to the spell description in Chapter 10 of a perpetrator successfully hides the crime or its magical nature
the d20 Modern Roleplaying Game, is 1d6 days; some auras long enough, this spell provides no benefit. A clever criminal
may last an hour or less. may also have used undetectable magical aura, so investigators
Alternatively, an investigator can make a Spellcraft check would do well to not become overly reliant on this method.
to determine whether or not it is likely that magic was used Discern Lies: While zone of truth (see below) can force
on the scene. In order to do so, the spell must have produced someone to tell the truth, sometimes an investigator only
effects detectable by the five mundane senses. A Search check needs to know if someone is lying. That knowledge can reveal
(DC 25) should reveal any such evidence, but the GM must that the subject is trying to protect himself or someone else,
determine if such signs are present and may decide to set the and gives the investigator a reason to put greater effort into an
DC higher if they are well hidden. An object moved by a levitate interrogation.
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Chapter Three: Mundane Magic
Dispel Magic: Some spells may still be in effect when the Justice
investigators arrive. It may be necessary to dispel them to In campaigns where magic is relatively unknown, bringing a
protect the investigators and the scene (e.g., dispel a glyph magic-using criminal to justice can be extremely difficult. If the
of warding or an energy trap), or to see the evidence as it is proof of the crime lies in arcane evidence, an investigator may
(e.g., dispel an illusion). If the spell-wielding criminal is still have to choose between her own sense of right and wrong, the
present, this spell may be the only protection the team has. situational morality of falsifying mundane evidence in order
Enhance Ability: An investigator’s senses are key to locating to convict a spellcasting criminal, and slipping into outright
and examining evidence. This spell is an excellent choice for vigilantism in order to see that the perpetrator gets what he
increasing Intelligence or Wisdom scores at the scene of a crime. deserves. But if the investigator plans to take a spellcasting
Hold Portal: It may seem odd to lock a door after a crime criminal through a mundane justice system she must focus on
has been committed, but it is still important to preserve the the three fundamental categories of evidence: means, motive,
scene and prevent contamination of evidence. This spell can and opportunity.
help do that. Means is the toughest category. After all, if the general
Instant Identify: If there’s an FX item at the scene, or if public and the justice system don’t accept that magic exists,
there is reason to suspect that undetectable magical aura has then the investigator cannot prove the defendant in a murder
been used, this spell is the tool to reveal it. trial used a magic missile to kill the victim. Items stolen using
Locate Object: This spell is particularly useful when telekinesis and send as attachment, and sent directly to a
investigating a kidnapping or a robbery. Although it can’t fence, may never actually have been touched by the suspect,
locate a creature, it can locate an article of clothing or jewelry in which case there are no fingerprints, no oils, and no fibers
worn by the creature. However, even given very accurate from his clothing. Heroes may have to get inventive and come
information, the object must be within the spell’s area of up with plausible (if inaccurate) mundane means instead if
effect. This spell is most useful for pinpointing something or they want to get the courts to even consider trying the case.
someone once the investigators have the general location Motives are often difficult to prove even when everyone
determined. Remember, though, that this spell will not provide involved is human. In cases where the court sees the defendant
sufficient grounds for getting a search warrant unless magic is as a human but the defendant is actually something else (as
accepted and well known in your campaign. will often be the case in the Urban Arcana Campaign Setting),
Raise Dead: In campaigns where magic is not common motive can be very difficult to understand—it is hard to get
knowledge, returning a victim to life removes the corpus a jury to understand the thought process of a monstrous
delicti. Without a corpse, technically, there has been no creature. The investigator must start by uncovering proof of a
murder—though the charge could be reduced to attempted relationship between victim and defendant with such things as
murder, instead. In other cases, investigators may wish to raise phone records, photographs, accounts in publications, receipts,
a witness to get a description of the criminal. In campaigns and so forth. Though mundane, this proof will stand up in court
where magic is well known, the legal system may adapt to allow regardless of how well known magic is in the campaign.
a raised character to testify about his own murder! From that point, the investigator moves to commonalities
Read Magic: If magical writing is present, it almost and differences. Perhaps the defendant and victim both
certainly is either a clue or a message aimed directly at the collected archaeological relics and had been known to quarrel
investigators. In either case, deciphering the message is key. at auctions, perhaps they both courted the same person, or
Resurrect Computer: If the criminal used instant connectivity perhaps they had violently different political opinions. Good
or send as attachment, this spell can recover records of those old-fashioned detective work augmented by spells that help
events from otherwise inaccessible electronic files. The drawback the investigator relate to other people and gather testimony
is that the caster has to choose a specific time to which the from witnesses is the best use of magic in this case.
computer must revert. If the investigator guesses too low, the Opportunity can be complicated to prove when magic is
computer might still be broken. If he guessed too long, the involved. If the defendant is known to have been on another
records may not indicate that criminal events have happened yet. continent at the time, a magic savvy investigator might realize
Reverse View Mirror: Although it only goes back fifteen he traveled to and from the scene of the crime using Internet
minutes, those last fifteen minutes of a vehicle’s movement connectivity, but the courts will likely not admit such a possibility.
can be very informative. Investigators may have to settle for saddling the perpetrator with
Sympathetic Trail: The ability to locate tracks and the a lesser charge, such as receipt or possession of stolen goods
assistance this spell adds to following those tracks can be rather than grand theft. Heroes should bear in mind that when Al
invaluable. Capone finally went to prison it was for income tax evasion, not
True Seeing: This spell’s real use in investigating crimes is for murder, conspiracy, racketeering, bootlegging, or any of the
seeing objects that are hidden or have been altered by illusion other charges of which he was doubtless guilty.
or transmutation. Even after the District Attorney decides that there’s enough
Zone of Truth: The ability to know truth from lies is evidence to go to trial, an investigator’s work isn’t finished.
important for detectives, but when questioning witnesses about She may need to go to the trial and sit close enough to the
what they saw, this spell can remove a lot of guesswork and witness stand to target the person sitting in it with zone of
hunches. truth. The investigator will want to plan with the DA or defense
35
Chapter Three: Mundane Magic
attorney to try to get a recess immediately before key people Hit Die
are questioned. It will be much easier to cast spells at that time The Arcane Investigator gains 1d8 hit points per level. The
than when court is in session. It is important, though, that the character’s Constitution modifier applies.
attorney knows to ask key questions quickly so the answers
come before the spell ends. Action Points
If magic is widely understood and accepted in the campaign, The Arcane Investigator gains a number of action points equal to
then things become much easier. A defendant’s spellbook can 6 + one half her character level, rounded down, every time she
be used to prove means. Most courts will have a bailiff or other attains a new level in this class.
officer cast zone of truth repeatedly throughout the trial. A
spellcaster can be sworn in as an expert witness and then use Class Skills
spells like instant identify or discern lies to provide testimony. The Arcane Investigator’s class skills are as follows.
Many of the spells used during the investigation process can Bluff (Cha), Craft (visual art, writing) (Int), Decipher Script
(and must) be used again during the trial to provide evidence (Int), Gather Information (Cha), Investigate (Int), Knowledge
and testimony. (arcane lore, art, behavioral sciences, civics, current events,
earth and life sciences, history, physical sciences, popular
culture, streetwise, tactics, theology and philosophy) (Int),
Arcane Investigator Listen (Wis), Profession (Wis), Read/Write Language (none),
The Arcane Investigator relentlessly pursues the truth, no Research (Int), Sense Motive (Wis), Speak Language (none),
matter how strange it may be or how uncomfortable it makes Spot (Wis), and Survival (Wis).
her neighbors. She knows there are things in this world that Skill Points at Each Level: 5 + Int modifier.
most people cannot see or simply choose to ignore. However,
the Arcane Investigator cannot turn a blind eye to these Class Features
mysteries—she feels an undeniable urge to dig until the truth is The following features pertain to the Arcane Investigator
revealed. Whether she is searching the backwoods for proof of advanced class.
a legendary beast, hunting ghosts in an abandoned mansion, or
investigating a cult that seems to have access to magical powers, Target Bonus
the Arcane Investigator doggedly takes on cases the authorities The Arcane Investigator, as a full-round action, may designate
refuse to take seriously. an individual as a target. She spends 1 action point to select
Select this advanced class if you want your hero to dedicate a target and thereafter gains a competence bonus on certain
herself to solving mysteries actions involving that particular
and crimes that ordinary folks target. The Arcane Investigator
like to pretend aren’t real. does not need to know the
The fastest path to this target personally and may
advanced class is from the know him only through his
Dedicated hero basic class, actions or description (“The
though other paths are zombie that robbed the liquor
possible. store on 12th Street,” or “The
photographer who took the
Requirements UFO photo that’s in today’s
To qualify to become an Arcane newspaper” will do, as will
Investigator, a character must a picture or a dossier). The
fulfill the following criteria. Arcane Investigator may not
Base Defense Bonus: +2. select a target while she or the
Base Will Save: +2. target is in combat, and once
Skills: Investigate 6 ranks, she chooses a target she must
Knowledge (arcane lore ) 6 wait 24 hours before choosing
ranks, Knowledge (theology another.
and philosophy) 6 ranks, The Arcane Investigator
Sense Motive 6 ranks, Spot 6 gains a +1 target bonus on
ranks. attacks against that target,
Feat: Track. as well as when using the
following skills directly against
Class Information the target, or in tracking a
The following information target: Bluff, Computer Use,
pertains to the Arcane Gather Information, Investigate,
Investigator advanced class. Listen, Research, Search, Sense
Motive, and Spot. The target
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Chapter Three: Mundane Magic
bonus applies to a single individual and lasts until the Arcane Table 3–3: Arcane Investigator’s Personal Demons
Investigator chooses a new target. Type (Subtype) Examples
Aberration otyugh
Personal Demon Construct flesh golem, robot
At 2nd level, the Arcane Investigator gains a special insight
into the behavior patterns, tactics, and weaknesses of a Dragon red dragon
specific type of supernatural creature. Elemental invisible stalker
The Arcane Investigator may select a type of creature Fey dryad, tooth fairy
from among those given on Table 3–3: Arcane Investigator’s Giant ogre, troll
Personal Demons. Due to her extensive study of her chosen Humanoid (aquatic) merfolk
type of foe and training in proper techniques for combating
Humanoid (forest dwelling) elf, gnoll, halfling
such creatures, the Arcane Investigator gains a +2 bonus on
Humanoid (lycanthrope) werewolf, wererat
Bluff, Listen, Sense Motive, Spot, and Survival checks when
using these skills against creatures of this type. Likewise, she Humanoid (nomadic) goblin, orc
gets a +2 bonus on damage rolls against such creatures. Humanoid (reptilian) kobold, troglodyte
At 5th level, and again at 8th level, the Arcane Investigator Humanoid (underground) dwarf, gnome
may select an additional personal demon from those given on Magical Beast gargoyle
the table. Alternatively, instead of choosing a new personal Monstrous Humanoid minotaur, skunk ape
demon, the Arcane Investigator may choose to increase the
Ooze terrestrial effluvium
bonus she gets against one personal demon by +2. For
example, a 5th-level Arcane Investigator may have two personal Outsider (good/evil) celestial, fiend
demons (each at +2 to the appropriate rolls) or only one (at Outsider (law/chaos) demon, efreeti
+4). A 8th-level Arcane Investigator may have three personal Plant monstrous flytrap
demons (all at +2), two personal demons (one at +4, the Undead mummy, zombie
other at +2), or only one (at +6 to all appropriate rolls). Vermin monstrous spider
Bonus Feat
At 3rd, 6th, and 9th levels, the Arcane Investigator gets Spellcraft
a bonus feat. The bonus feat must be selected from the At 7th level, the Arcane Investigator gains the Spellcraft class
following list, and the Arcane Investigator must meet all of the skill, as described under the Mage advanced class in Chapter 9
prerequisites for the feat to select it. of the d20 Modern Roleplaying Game.
Advanced Firearms Proficiency, Attentive, Cohort*,
Collector*, Educated, Guide, Iron Will, Jack of All Trades, Magic Use Magic Device
Defense*, Magical Ground**, Magical Sink**, Personal Firearms At 7th level, the Arcane Investigator gains the Use Magic Device
Proficiency, Studious, Supernatural Strike. class skill, as described under the Occultist advanced class in
* Feat appears in the Modern Player’s Companion. Chapter 9 of the d20 Modern Roleplaying Game.
** Feat appears in this book.
Detect Magical Aura
Swift Track At 10th level, the Arcane Investigator gains the spell-like ability
At 4th level, the Arcane Investigator may move at normal speed to detect magical aura. The Arcane Investigator may use this
while using Track without taking the –5 penalty. effect up to 3 times per day, and each use lasts for 20 minutes.
42
Appendix A: Elementals
Elementals are incarnations of the basic substance of nature. + spell level) if they wish to cast a spell. Creatures caught in
While elementals exist in many forms and sizes, these the whirlwind take a –4 penalty to Dexterity and a –2 penalty
elementals are summoned by magic items presented in Chapter on attack rolls. The elemental can have only as many creatures
Four and in Chapter Four of Modern Magic, Volume One. trapped inside the whirlwind at one time as will fit inside the
whirlwind’s volume.
Air Elemental The elemental can eject any carried creatures whenever it
Air Elemental: CR 6; Large elemental (air); HD 8d8+24; hp wishes, depositing them wherever the whirlwind happens to be.
60; Mas 16; Init +11; Spd fly 100 ft. (perfect); Defense 20, A summoned elemental—such as the one created by a balloon
touch 16, flat-footed 13 (–1 size, +7 Dex, +4 natural); BAB of air elemental summoning—always ejects trapped creatures
+6; Grap +12; Atk +7 melee (2d6+2, slam); Full Atk +7 before returning to its home plane.
melee (2d6+2, 2 slams), or +12 ranged; FS 10 ft. by 10 ft.; If the whirlwind’s base touches the ground, it creates
Reach 10 ft.; SQ Air mastery, whirlwind, DR 5/–, darkvision 60 a swirling cloud of debris. This cloud is centered on the
ft., elemental traits; AL none; SV Fort +5, Ref +13, Will +2; elemental and has a diameter equal to half the whirlwind’s
AP 0, Rep +0; Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11. height. The cloud obscures all vision, including darkvision,
Skills: Hide +15, Listen +5, Move Silently +16, Spot +6. beyond 5 feet. Creatures 5 feet away have concealment, while
Feats: Improved Initiative. those farther away have total concealment.
Advancement: 9–15 HD (Large). Those caught in the cloud must succeed on a Concentration
Air Mastery (Ex): Airborne creatures take a –1 penalty on check (DC 15 + spell level) to cast a spell.
attack and damage rolls against an air elemental. An elemental in whirlwind form cannot make slam attacks
Whirlwind (Su): The air elemental can transform itself into and does not threaten the area around it.
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 Earth Elemental
elemental). In this form, the elemental can move through the Earth Elemental: CR 6; Large elemental (earth); HD
air or along a surface at its fly speed. 8d8+32; hp 68; Mas 19; Init –1; Spd 20 ft.; Defense 18,
The whirlwind is 5 feet wide at the base, up to 30 feet wide touch 8, flat-footed 18 (–1 size, –1 Dex, +10 natural); BAB
at the top, and up to 50 feet tall, depending on the elemental’s +6; Grap +17; Atk +12 melee (2d8+7, slam); Full Atk +12
size; the Large air elemental ranges from 10-40 feet tall. The melee (2d8+7, 2 slams), or +4 ranged; FS 10 ft. by 10 ft.;
elemental may control the exact height, but it must always be Reach 10 ft.; SQ Earth mastery, push, DR 5/–, earth glide,
at least 10 feet. darkvision 60 ft., elemental traits; AL none; SV Fort +10, Ref
The elemental’s movement while in whirlwind form does not +1, Will +2; AP 0, Rep +0; Str 25, Dex 8, Con 19, Int 6, Wis
provoke attacks of opportunity, even if the elemental enters 11, Cha 11.
the space another creature occupies. Another creature might Skills: Climb +14, Intimidate +8, Listen +6, Spot +5.
be caught in the whirlwind if it touches or enters the whirlwind, Feats: Power Attack.
or if the elemental moves into or through the creature’s space. Advancement: 9–15 HD (Large).
Creatures one or more size categories smaller than the Earth Mastery (Ex): An earth elemental gains a +1 bonus
elemental might take damage when caught in the whirlwind and on attack and damage rolls if both it and its foe are touching
may be lifted into the air. An affected creature must succeed the ground. If an opponent is airborne or waterborne, the
on a Reflex save when it comes into contact with the whirlwind elemental takes a –4 penalty on attack and damage rolls.
or take 2d6 damage. It must also succeed on a second Reflex (These modifiers are not included in the statistics block.)
save or be picked up bodily and held suspended in the Push (Ex): An earth elemental can start a bull rush
powerful winds, automatically taking 2d6 damage each round. maneuver without provoking an attack of opportunity. The
A creature that can fly is allowed a Reflex save each round to combat modifiers given in Earth Mastery, above, also apply to
escape the whirlwind. The creature still takes damage but can the elemental’s opposed Strength checks.
leave if the save is successful. The DC for saves against the Earth Glide (Ex): An earth elemental can glide through
whirlwind’s effects is 16 (for a Large air elemental). The save stone, dirt, or almost any other sort of earth (except metal)
DC is Strength based. as easily as a fish swims through water. Its burrowing leaves
Creatures trapped in the whirlwind cannot move except behind no tunnel or hole, nor does it create any ripple or other
to go where the elemental carries them or to escape the signs of its presence. At the GM’s discretion, spells or psionic
whirlwind. powers that move large quantities of earth flings a burrowing
Creatures caught in the whirlwind can otherwise act elemental back 30 feet, stunning the creature for 1 round
normally, but must succeed on a Concentration check (DC 15 unless it succeeds on a DC 15 Fortitude save.
43
Appendix A: Elementals
Fire Elemental Vortex (Su): The elemental can transform itself into a
Fire Elemental: CR 6; Large elemental (fire); HD 8d8+24; hp whirlpool once every 10 minutes, provided it is underwater,
60; Mas 16; Init +5; Spd 50 ft.; Defense 18, touch 14, flat- and remain in that form for up to 1 round for every 2 HD it
footed 13 (–1 size, +5 Dex, +4 natural); BAB +6; Grap +12; has. In vortex form, the elemental can move through the water
Atk +8 melee (2d6+2, slam, plus 2d6 fire); Full Atk +10 or along the bottom at its swim speed. The vortex is 5 feet
melee (2d6+2, 2 slams, plus 2d6 fire), or +10 ranged; FS wide at the base, up to 30 feet wide at the top, and 10-40
10 ft. by 10 ft.; Reach 10 ft.; SQ Burn, DR 5/–, darkvision 60 feet tall (for a Large water elemental). The elemental controls
ft., elemental traits, immunity to fire, vulnerability to cold; AL the exact height, but it must always be at least 10 feet.
none; SV Fort +5, Ref +11, Will +2; AP 0, Rep +0; Str 14, The elemental’s movement while in vortex form does not
Dex 21, Con 16, Int 6, Wis 11, Cha 11. provoke attacks of opportunity, even if the elemental enters
Skills: Intimidate +8, Listen +5, Jump +9, Spot +6. the space another creature occupies. Another creature might
Feats: Weapon Finesse. be caught in the vortex if it touches or enters the vortex, or if
Advancement: 9-15 HD (Large). the elemental moves into or through the creature’s space.
Burn (Ex): A fire elemental’s slam attack deals Creatures one or more size categories smaller than the
bludgeoning damage plus fire damage from the elemental’s elemental might take 2d6 damage when caught in the vortex
flaming body. Those hit by a fire elemental‘s slam attack also and may be swept up by it. An affected creature must succeed
must succeed on a Reflex save or catch on fire. The flame on a Reflex save when it comes into contact with the vortex or
burns for 1d4 rounds. The save DC varies with the elemental’s take the indicated damage. It must also succeed on a second
size (DC 17 for a Large fire elemental). A burning creature Reflex save or be picked up bodily and held suspended in the
can take a move action to put out the flame. The save DC is powerful currents, automatically taking damage each round.
Constitution- based. An affected creature is allowed a Reflex save each round to
Creatures hitting a fire elemental with natural weapons escape the vortex. The creature still takes damage, but can
or unarmed attacks take fire damage as though hit by the leave if the save is successful. The DC for saves against the
elemental’s attack, and also catch on fire unless they succeed vortex’s effects varies with the elemental’s size; for a Large
on a Reflex save (DC 17). water elemental, the save DC is 19. The save DC is Strength-
based.
Water Elemental Creatures trapped in the vortex cannot move except to go
Water Elemental: CR 6; Large elemental (water); HD where the elemental carries them or to escape the vortex.
8d8+32; hp 68; Mas 19; Init +2; Spd 20 ft., swim 90 ft.; Creatures caught in the vortex can otherwise act normally, but
Defense 20, touch 11, flat-footed 18, (–1 size, +2 Dex, +9 must make a Concentration check (DC 10 + spell level) to
natural); BAB +6; Grap +15; Atk +10 melee (2d8+5, slam); cast a spell. Creatures caught in the vortex take a –4 penalty
Full Atk +10 melee (2d8+5, 2 slams), or +4 ranged; FS 10 to Dexterity and a –2 penalty on attack rolls. The elemental
ft. by 10 ft.; Reach 10 ft.; SQ Water mastery, drench, vortex, can have only as many creatures trapped inside the vortex at
DR 5/–, earth glide, darkvision 60 ft., elemental traits; AL one time as will fit inside the vortex’s volume.
none; SV Fort +10, Ref +4, Will +2; AP 0, Rep +0; Str 20, The elemental can eject any carried creatures whenever
Dex 14, Con 19, Int 6, Wis 11, Cha 11. it wishes, depositing them wherever the vortex happens to
Skills: Listen +5, Spot +6, Swim +13, Tumble +11. be. A summoned elemental always ejects trapped creatures
Feats: Power Attack. before returning to its home plane.
Advancement: 9-15 HD (Large). If the vortex’s base touches the bottom of a body of
Water Mastery (Ex): A water elemental gains a +1 bonus water, it creates a swirling cloud of debris. This cloud is
on attack and damage rolls if both it and its opponent are centered on the elemental and has a diameter equal to
touching water. If the opponent or the elemental is touching half the vortex’s height. The cloud obscures all vision,
the ground, the elemental takes a –4 penalty on attack including darkvision, beyond 5 feet. Creatures 5 feet away
and damage rolls. (These modifiers are not included in the have concealment, while those farther away have total
statistics block.) concealment.
A water elemental can be a serious threat to a ship that Those caught in the cloud must make a Concentration
crosses its path. An elemental can easily overturn small craft check (DC 15 + spell level) to cast a spell.
(5 feet of length per Hit Die of the elemental) and stop larger An elemental in vortex form cannot make slam attacks and
vessels (10 feet long per HD). Even large ships (20 feet long does not threaten the area around it.
per HD) can be slowed to half speed. Skills: A water elemental has a +8 racial bonus on any
Drench (Ex): The elemental’s touch puts out torches, Swim check to perform some special action or avoid a hazard.
campfires, exposed lanterns, and other open flames of It can always choose to take 10 on a Swim check, even if
nonmagical origin if these are of Large size or smaller. The distracted or endangered. It can use the run action while
creature can dispel magical fire it touches as dispel magic swimming, provided it swims in a straight line.
(caster level equals elemental’s HD).
44
Appendix B: Open Game License
Designation of Product Identity:
The Game Mechanics company name and logos, the Modern Magic name and logo, all artwork, trade dress, and graphic design elements.
Designation of Open Game Content:
The text of chapters 1 through 4 and Appendix A. Note that Open Game Content is still copyrighted material, and any use of Open Game Content from this publication must be accom-
panied by the following: “Modern Magic, Volume Two, Copyright 2004, The Game Mechanics, Inc.; Authors: Eric Cagle, Rich Redman, Mat Smith, and Stan!”
Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Trademark. The use of any Product Identity in Open Game Content does not constitute
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. a challenge to the ownership of that Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights, title and interest in and to that
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have Product Identity.
contributed Open Game Content; (b)”Derivative Material” means copyrighted material
including derivative works and translations (including into other computer languages), 8. Identification: If you distribute Open Game Content You must clearly indicate which
potation, modification, correction, addition, extension, upgrade, improvement, compilation, portions of the work that you are distributing are Open Game Content.
abridgment or other form in which an existing work may be recast, transformed or
adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 9. Updating the License: Wizards or its designated Agents may publish updated versions
display, transmit or otherwise distribute; (d)”Open Game Content” means the game me- of this License. You may use any authorized version of this License to copy, modify
chanic and includes the methods, procedures, processes and routines to the extent such and distribute any Open Game Content originally distributed under any version of this
content does not embody the Product Identity and is an enhancement over the prior art License.
and any additional content clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, including translations and derivative works 10. Copy of this License: You MUST include a copy of this License with every copy of the
under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means Open Game Content You Distribute.
product and product line names, logos and identifying marks including trade dress; arti-
facts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 11. Use of Contributor Credits: You may not market or advertise the Open Game Content
language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, using the name of any Contributor unless You have written permission from the
themes and graphic, photographic and other visual or audio representations; names and Contributor to do so.
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments, creatures, equipment, magical or su- 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
pernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark License with respect to some or all of the Open Game Content due to statute, judicial
or registered trademark clearly identified as Product identity by the owner of the Product order, or governmental regulation then You may not Use any Open Game Material so
Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means affected.
the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 13. Termination: This License will terminate automatically if You fail to comply with all
itself or its products or the associated products contributed to the Open Game License terms herein and fail to cure such breach within 30 days of becoming aware of the
by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, breach. All sublicenses shall survive the termination of this License.
modify, translate and otherwise create Derivative Material of Open Game Content. (h)
“You” or “Your” means the licensee in terms of this agreement. 14. Reformation: If any provision of this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make it enforceable.
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this 15. COPYRIGHT NOTICE
License. You must affix such a notice to any Open Game Content that you Use. No terms Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
may be added to or subtracted from this License except as described by the License it-
self. No other terms or conditions may be applied to any Open Game Content distributed Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.;
using this License. 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,
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
of the terms of this License.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
4. Grant and Consideration: In consideration for agreeing to use this License, the Contribu- Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich
tors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
terms of this License to Use, the Open Game Content.
Seas of Blood Copyright © 2001 Mongoose Publishing.
5. Representation of Authority to Contribute: If You are contributing original material as
Open Game Content, You represent that Your Contributions are Your original creation Fading Suns: d20 Copyright © 2001 Holistic Design, Inc.
and/or You have sufficient rights to grant the rights conveyed by this License.
Skull & Bones © 2003, Green Ronin, Green Ronin Publishing; Authors Ian Sturrock, T.S.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Luikart, and Gareth-Michael Skarka
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright Modern Player’s Companion (Print), Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute. Modern Magic, Volume One, Copyright 2004, The Game Mechanics, Inc.; Authors: Eric
Cagle, Mike Montesa, and Mat Smith
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent Modern Magic, Volume Two, Copyright 2004, The Game Mechanics, Inc.; Authors: Eric
Agreement with the owner of each element of that Product Identity. You agree not to Cagle, Rich Redman, Mat Smith, and Stan!
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
conjunction with a work containing Open Game Content except as expressly licensed
in another, independent Agreement with the owner of such Trademark or Registered