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<blockquote data-quote="Psion" data-source="post: 2011635" data-attributes="member: 172"><p><strong>Modern Magic</strong></p><p></p><p><em>Modern Magic</em> is a supplement for <em>D20 Modern</em> and the <em>Urban Arcana</em> setting expanding upon magic options. The book is published by <em>The Game Mechanics</em> and brought to print by <em>Green Ronin</em>, with content originally published as PDFs. The book is written by Eric Cagle, Mike Montesa, Rich Redman, Mat Smith, and Stan!</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>Modern Magic</em> is an 80 page softcover book priced at $17,95.</p><p></p><p>The cover of the book is illustrated by Jonathan Kirtz. The cover illustration depicts a squad of soldiers arrayed around one spellcasting soldier. The backdrop of the cover uses the brushed metal computer component look that is the trademark of The Game Mechanics' D20 products.</p><p></p><p>The interior is black and white and features art by Clarence Harrison, Pete Schlough, Jacob Elijah Walker, and Cheyenne Wright. Harrison's work is a mainstay in TGM products, and he seems to carry this one as well, though Cheyenne's line art and Walker's well shaded pencils are snazzy compliments to Harrison.</p><p></p><p><strong>A Deeper Look</strong></p><p></p><p><em>Modern Magic</em> is a surprisingly diverse book, covering a lot of disparate topics under the general subject of magic in the modern era, presenting new spells, magic methods, FX items, and campaign models.</p><p></p><p>The first chapter presents a variety of new spells for <em>d20 Modern</em> games. The spells are loaded with modern references. For example, many spells confer benefits of technological items when pantomimed, like <em>manual focus binoculars</em> (which confer the benefit of binoculars when the user pantomimes using them.) "No doze", whose name is a reference to a modern caffeine product, offsets the effects of lack of sleep, and the divine spell "divine copilot" which assists in vehicle skill checks, seems an obvious reference to the saying "God is my copilot."</p><p></p><p>I have few complaints about the mechanics, though I did find it odd that the authors felt the need to amplify that "additional hp given with a creature's hit dice are irrelevant for determining how many HD it has; this has really been irrelevant or obvious since 2e.</p><p></p><p>The feel of the spells will be a love it or hate it thing for a lot of people. Obviously, many of the spells are targeted at challenges that will often come up during a modern era game. However, for many people, magic seems less exotic and a little ludicrous when you start popping in pop culture reference or humorous gestures</p><p></p><p>Two new types of magic are introduced in <em>Modern Magic</em>: the <em>Ritual Magic</em> and <em>Voudon Magic</em>. Each new magic method receives a chapter and features new classes used as the basis for the magic type.</p><p></p><p>The ritualist advanced class does not receive spell slots like other spellcasting classes. Ritual magic revolves around an <em>incantation</em> system similar to the one presented in <em>Urban Arcana</em>. A ritualist character can prepare a magic circle an perform a ritual to create a magical effect; a knowledge (arcane lore) check is required to bring about the effect. Rituals are composed of seeds. Singular seeds can be used to bring about somewhat mundane effects, but multiple seeds can be combined (at a higher DC) to bring about effects similar to existing spells.</p><p></p><p>Voudon is based on the predominantly West African and Carribean faith commonly known as "Voodoo" by the public, and the system is based on that presented in Green Ronin's <em>Skull & Bones</em>. The system has two practioner advanced classes: the bokor (an arcane spellcasting class) and the hougan (a divine spellcasting class).</p><p></p><p>Voudon casting classes use spell slots like standard d20 system casters, but have a few more limitations. All casters rely on spirits called <em>Loa</em>. To gain their spellcasting powers, a Bokor must perform weekly rites and cannot cast a spell if they are <em>burdened</em> by a Loa related to that spell. A Hougan must also perform rituals, during which time they may become temporarily possessed by a Loa.</p><p></p><p>Chapter four is perhaps the most unusual chapter so far in the book. It ponders what the modern military would be like if magic were available as a tool. It supposes that magic would become a specialty that some soldiers would train in. To emulate this concept, there are two new prestige classes (the magic commando <em>Arcane Spec-op</em> and support sty;e <em>Thaumaturgical Specialist</em>) and a new advanced class, the <em>Magic Grunt</em>. There is also discussion about organization, training, and equipment for such a campaign.</p><p></p><p>Chapter 5, <em>Mundane Magic</em>, is something of a dichotomous chapter. The chapter begins talking about mundane magic, and talks about giving simple superstitions power, like allowing a simple ritual or a rabbit's foot to have an effect.</p><p></p><p>The last half of the chapter discusses investigation in a world with magic. After a few musings on investigations (and obstacles to it) in a world with <em>d20 Modern</em> magic, a new class is presented for the task: the <em>Arcane Investigator</em>.</p><p></p><p>The final chapter introduces new FX charisma. This material is of the sort of "magical technology" that players either love or hate. Example items include <em>Cosmetics of Charisma</em> and (most interestingly) an advice column that you can email questions to with the appropriate questions and receive divination from.</p><p></p><p>There are two appendices. The first details elementals in <em>d20 Modern</em> terms, and the second provides a list of translations of <em>d20 Modern</em> spells for recreation under the included ritual system.</p><p></p><p><strong>Conclusions</strong></p><p></p><p><em>Modern Magic</em> is a buffet of magical options for a modern supernatural game and examines it from a variety of angles – many of which are not necessarily compatable. Any GM looking for a fresh angle on magic in their campaign should find something worthwhile in here.</p><p></p><p>Overall, while I find it competently done, I can't say I found it as inherently useful, inspiring, or as well focussed as The Game Mechanic's previous titles such as <em>Modern Player's Companion</em> and <em>Martial Arts Mayhem</em>.</p><p></p><p><em>Overall Grade: C+</em></p><p></p><p><em> -Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2011635, member: 172"] [b]Modern Magic[/b] [i]Modern Magic[/i] is a supplement for [i]D20 Modern[/i] and the [i]Urban Arcana[/i] setting expanding upon magic options. The book is published by [i]The Game Mechanics[/i] and brought to print by [i]Green Ronin[/i], with content originally published as PDFs. The book is written by Eric Cagle, Mike Montesa, Rich Redman, Mat Smith, and Stan! [b]A First Look[/b] [i]Modern Magic[/i] is an 80 page softcover book priced at $17,95. The cover of the book is illustrated by Jonathan Kirtz. The cover illustration depicts a squad of soldiers arrayed around one spellcasting soldier. The backdrop of the cover uses the brushed metal computer component look that is the trademark of The Game Mechanics' D20 products. The interior is black and white and features art by Clarence Harrison, Pete Schlough, Jacob Elijah Walker, and Cheyenne Wright. Harrison's work is a mainstay in TGM products, and he seems to carry this one as well, though Cheyenne's line art and Walker's well shaded pencils are snazzy compliments to Harrison. [b]A Deeper Look[/b] [i]Modern Magic[/i] is a surprisingly diverse book, covering a lot of disparate topics under the general subject of magic in the modern era, presenting new spells, magic methods, FX items, and campaign models. The first chapter presents a variety of new spells for [i]d20 Modern[/i] games. The spells are loaded with modern references. For example, many spells confer benefits of technological items when pantomimed, like [i]manual focus binoculars[/i] (which confer the benefit of binoculars when the user pantomimes using them.) "No doze", whose name is a reference to a modern caffeine product, offsets the effects of lack of sleep, and the divine spell "divine copilot" which assists in vehicle skill checks, seems an obvious reference to the saying "God is my copilot." I have few complaints about the mechanics, though I did find it odd that the authors felt the need to amplify that "additional hp given with a creature's hit dice are irrelevant for determining how many HD it has; this has really been irrelevant or obvious since 2e. The feel of the spells will be a love it or hate it thing for a lot of people. Obviously, many of the spells are targeted at challenges that will often come up during a modern era game. However, for many people, magic seems less exotic and a little ludicrous when you start popping in pop culture reference or humorous gestures Two new types of magic are introduced in [i]Modern Magic[/i]: the [i]Ritual Magic[/i] and [i]Voudon Magic[/i]. Each new magic method receives a chapter and features new classes used as the basis for the magic type. The ritualist advanced class does not receive spell slots like other spellcasting classes. Ritual magic revolves around an [i]incantation[/i] system similar to the one presented in [i]Urban Arcana[/i]. A ritualist character can prepare a magic circle an perform a ritual to create a magical effect; a knowledge (arcane lore) check is required to bring about the effect. Rituals are composed of seeds. Singular seeds can be used to bring about somewhat mundane effects, but multiple seeds can be combined (at a higher DC) to bring about effects similar to existing spells. Voudon is based on the predominantly West African and Carribean faith commonly known as "Voodoo" by the public, and the system is based on that presented in Green Ronin's [i]Skull & Bones[/i]. The system has two practioner advanced classes: the bokor (an arcane spellcasting class) and the hougan (a divine spellcasting class). Voudon casting classes use spell slots like standard d20 system casters, but have a few more limitations. All casters rely on spirits called [i]Loa[/i]. To gain their spellcasting powers, a Bokor must perform weekly rites and cannot cast a spell if they are [i]burdened[/i] by a Loa related to that spell. A Hougan must also perform rituals, during which time they may become temporarily possessed by a Loa. Chapter four is perhaps the most unusual chapter so far in the book. It ponders what the modern military would be like if magic were available as a tool. It supposes that magic would become a specialty that some soldiers would train in. To emulate this concept, there are two new prestige classes (the magic commando [i]Arcane Spec-op[/i] and support sty;e [i]Thaumaturgical Specialist[/i]) and a new advanced class, the [i]Magic Grunt[/i]. There is also discussion about organization, training, and equipment for such a campaign. Chapter 5, [i]Mundane Magic[/i], is something of a dichotomous chapter. The chapter begins talking about mundane magic, and talks about giving simple superstitions power, like allowing a simple ritual or a rabbit's foot to have an effect. The last half of the chapter discusses investigation in a world with magic. After a few musings on investigations (and obstacles to it) in a world with [i]d20 Modern[/i] magic, a new class is presented for the task: the [i]Arcane Investigator[/i]. The final chapter introduces new FX charisma. This material is of the sort of "magical technology" that players either love or hate. Example items include [i]Cosmetics of Charisma[/i] and (most interestingly) an advice column that you can email questions to with the appropriate questions and receive divination from. There are two appendices. The first details elementals in [i]d20 Modern[/i] terms, and the second provides a list of translations of [i]d20 Modern[/i] spells for recreation under the included ritual system. [b]Conclusions[/b] [i]Modern Magic[/i] is a buffet of magical options for a modern supernatural game and examines it from a variety of angles – many of which are not necessarily compatable. Any GM looking for a fresh angle on magic in their campaign should find something worthwhile in here. Overall, while I find it competently done, I can't say I found it as inherently useful, inspiring, or as well focussed as The Game Mechanic's previous titles such as [i]Modern Player's Companion[/i] and [i]Martial Arts Mayhem[/i]. [i]Overall Grade: C+[/i] [i] -Alan D. Kohler[/i] [/QUOTE]
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