MageWare -- 2005 Spring Catalog

IDA_Guy

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Magic Meets the Information Age!

The era of dusty grimoires of magic lore and cracked folios full of spells designed in the dim and ancient past is over. Modern mages know that arcane secrets are just another form of data, and data is best manipulated when it's digital. And that's where MageWare comes in, bringing the benefits of the digital technology boom to the fields of spell acquisition, manipulation, security, and development. Once available only through carefully hidden web sites, the products of MageWare are now collected for the first time in a single convenient, updated catalog.

Within the MageWare 2005 Spring Catalog you'll find the following:


  • Computer equipment both mundane and magical, to manage spells, protect computers, enhance a digital caster's arcane potential, and give enemy compu-mages nasty surprises!
  • Spell-friendly computer programs, including MageWare's signature digital spellbook "Portals," in three editions!
  • New spells perfect for computer- and electronics-equipped spellcasters of all stripes, as well as more than a dozen other up-to-date urban incantations designed to deal with the modern world.
Don't be left in the Iron Age. Get the gear you need to compete in the tough streets of technologically savvy spellcasters.

MageWare. Get the Gear.™


Available at e23, RPGNow, and DriveThruRPG.
 
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Mage Ware

Modern day magic or magic mixed with any time of technology seems to be an area lacking. Most of the time one sees magical items that are the same as technological ones, except they are called magic. I know some people like to have a magical camera or train or telephone, but to me it seems to defeat the purpose of magic and cheapens it. Magic Ware takes us into the items a modern magician may have use for. Not all the items in it our magical but they are all designed for and many are designed my other magic practitioners.

Mage Ware is a new PDF by ID Adventures. They have done a few gaming PDFs but mostly have printable alternatives to miniatures. This twelve page PDF has a basic two column lay it. The first and last page are color, but the rest is all black and white so when printing just do not print the first and last pages which are not needed if you are concerned with ink. The book is book marked but only the chapters and that does not help when trying to find individual items. I more complete list of book makrs would have been much better.

The book starts with some hardware for a magic using person. Some of the items are the Arcane Server, a computer that can only be accesses by certain users and hacked by magic. It cannot be hacked using mundane needs. It is fairly expensive though. There is the Eternal Spelldrive that is a It is used to hold spells and make it easier to prepare spells from the Spelldrive then it would be from a spellbook. There is a printer that can print scrolls, and a small device called a spellpod that replaces a spell book completely. The items here are sort of interesting and seem to be some basic ideas a modern wizard might try to invent to make his life easier. But nothing really strikes me as really creative or awe inspiring in this section.

There are also a number of software applications for mages as well. There are items like Firetrap Security which allows spells to be stored for the purpose of affecting someone trying to hack into the computer. There is the Mastersage Pro that helps mages identify spells they have seen cast but at first failed to recognize. There are some other programs here but really like the hardware nothing that I found that impressive. There are some nice ideas and defiantly some useful items though.

Lastly, the PDF has a few spells for the modern game. There are twenty spells: five zero level, eight first, four third, two third, and one fourth. There are some interesting ones like Platinum Card that allows a small wealth increase for a single purchase and credit curse which decreases the wealth of some one else. There are some interesting ones like Global Positioning Sorcery that tells one exactly where he is and shows a view of the surrounding area. One of the most interesting spells is Spelltop. IT allows the caster to use a book as a computer. Information can be sorted in the book faster and downloaded into another medium.

Over all it is a good book. There are some nice ideas in here but none that really were impressive. It is a good starting ground for having some modern devices a magic user would have around and use. The spells are interesting and really do fit in a modern world.
 

MageWare - review by Jason Lund (Anio)

MageWare is a 12 page PDF (including 1 cover page, 1 table of contents and credits page, 1 OGL page and 1 back cover page) written by Owen K.C. Stephens for Interactive Design Adventures. It is a collection of magic items and spells for a D20 Modern Arcana-based game. It is presented in the form of a shopping catalogue for mages and is stylistic though simple in its approach.

The layout is clean and does not contain any art. Aside from the two colour pages (the cover page and the back page), this is a printer friendly PDF. Unfortunately, the book marking is simple and does not link directly to each magic item or spell. Unless a PDF is only a couple of pages long, PDFs from the RPG industry should have concise and user friendly bookmarks to reduce the annoyance of constant page flipping, including a link to each individual magic item, spell, monster or class. Aside from a missing spell (see below), the editing is good and the text is free of spelling errors.

The MageWare catalog includes six items of magically related hardware, though not all of the items are magical. Highlights include the scroll printer, the RIM drive, a computer memory stick that stores a single spell, and the spellpod, a computer slightly larger than a PDA that functions as a spell book. The MageWare catalog also offers five pieces of magical software. Featured software includes Portals, a basic spell book program and SpellBlocker Pro, software that functions like a virus scanner but targeted at removing magic from computer software. I particularly liked the Internet Apprentice. It is a magic application that can independently perform a host of tasks relating to computers, arcane lore and research, all while making itself available from anywhere that its attuned user has access to email or a phone line.

I liked that the spells in MageWare are really for the modern age and not just re-imagined DnD spells, as many of the spells in the D20 Modern Core Rulebook are. Most are quite flavourful and seem well balanced and I especially liked the range of utilitarian spells. Especially useful spells include Autopilot, which allows a car to drive itself, and Global Positioning Sorcery, which allows a caster to learn their relative position on the globe (and possibly gain an image of their surroundings). I also liked Rap Sheet, which allows the caster to learn a target's criminal record and Edit, a spell that allows the caster to swap the image of one person for another in a photo, in a digital recording or on a video tape. It is good to see that these spells address situations that are common in a D20 Modern game and not just based on doing more damage to an opponent. The author suggests that these spells should be made generally available to any spell casting class based in a modern setting.

Only one of the spells does not seem appropriate for its level and another spell is listed but not detailed in the text. CPR is a 3rd level spell which functions as the Raise Dead spell but only works upon creatures that have died within the past minute. This spell would seem to be a no-brainer and should perhaps be moved to 4th level. The 1st level spell, Cinematic Supply, is listed along with the other spells but is not described in the text. The brief description of Cinematic Supply in the spell list makes it seem as though it could be open to abuse, but without specific details, it is not possible to confirm one way or the other. In total, twenty spells are listed, though only nineteen are described.

Summary

MageWare addresses a component of the D20 Modern game that is not often catered to: magic items and spells of the modern era. I was more impressed with the spells as a group than the magic items and specifically liked that they are targeted at the modern world and not just re-packaged DnD spells. Given the number of other roleplaying games that cover modern and near-future magical settings, including but not limited to Shadowrun and Mage The Ascension, it is surprising to not see more spell collections as is provided in MageWare for D20 Modern. A lot is packed into its 12 pages, with almost a dozen magic items and almost twenty spells, but the price is a little steep at $5, especially when other PDFs at this price range average 30+ pages and include art. None of the inclusions in MageWare are particularly stellar but they can easily find a place alongside other magic items and spells for a D20 Urban Arcana game.


Review by Jason Lund (Anio)
 
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Cinematic Supply was supposed to be cut from the book entirely, and I apologize to everyone who felt they were teased with the description we missed. It was primarily cut because it didn't match the "utility" style of spells I selected for the book. However, since playtest feedback had, in fact, suggested it was open to abuse I also wanted more time to refine it and consider what level it should be placed at.

The spell is currently scheduled to be included in the next MageWare product. However, for anyone who wants to know what it does since they bought the 2005 Spring Catalog, I'm also including it here. This version is slightly different than the original, as a result of playtest feedback.

Cinematic Supply
Conjuration
Level: Modern 2
Components: V, S, F
Casting Time: 1 action
Range: Touch
Target: One firearm
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

A firearm augmented with this spell does not consume ammunition when fired. Instead, it fires ammunition created by the spell. The ammunition created is of a normal, full metal jacket type, regardless of what ammunition is loaded in the firearm. The spell provides a maximum amount of ammunition equal to the caster's level, and once that amount has been expended the spell ends. The firearm need not have spare magazine capacity for the conjured ammunition -- each round is summoned as it is used.
When using the conjured ammunition the firearm acts in all ways as if it had normal ammunition, and even fires real rounds that can be recovered and tested to determine what firearm they came from. It does not create casings, which can make its operation obviously unusual when seem by anyone familiar with firearms. For the duration of this spell, the firearm is always considered to have enough ammo to use any feat that requires ammunition (such as Burst Fire), if it has enough when including the conjured ammunition available to it.
Focus: One round of ammo appropriate for the firearm, which must be loaded in the firearm, though it is not consumed.
 

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