TEXT: Magic is very powerful effect in a modern setting.
  Nothing can be more influential to a game.  But can
  you imagine what a world would be like if the foulest,
  devious and violent individuals could cast magic
  spells? If you couldn’t then this PDF is for you. This
  book is designed for the use of players and Game
  Masters (GM).  Like with all d20 supplements it is the
  duty of the GM to determine what material is appro-
  priate in their campaign.  Player’s may argue for the
  inclusion of some (or all) of the material in this book
  into their current campaign but as always the GM is
  the final arbiter of the rules used in his games.
  Atom Bomb
  Evocation [Radiation]
  Level: Mage 5; Components: V, S, M; Casting
  Time: Attack action; Range: Long (400 ft. + 40
  ft./level); Area: 40-ft.-radius spread; Duration:
  Instantaneous; Saving Throw: Reflex half; Spell
  Resistance: Yes
  An Atom Bomb spell detonates an unnatural greenish
  colored glowing radioactive explosion that hisses and
  crackles with a high pitch roar and deals 1d8 points of
  radiation damage per caster level (maximum 5d8) and
  urban  magica  3
  Requires  the  use  of  the  d20  Modern™  Roleplaying  Game,  published  by  Wizards  of  the  Coast,  Inc.
  A  d20  Modern  Spellbook
  Written  by  Louis  Porter  Jr.
  1d4 points of fire damage per caster level (maximum
  5d4) to all Individuals within the area. Unattended
  objects also take this damage. The explosion creates
  concussive force and all that fail their Reflex save will
  be knocked prone.  The Atom Bomb sets fire to
  combustibles and damages objects in the area. It can
  melt any metals with a low melting point. If the
  damage caused to an interposing barrier shatters or
  breaks through it, the Atom Bomb may continue
  beyond the barrier if the area permits; otherwise it
  stops at the barrier just as any other spell effect does.
  Bullet Magnet
  Transmutation
  Level: Mage 3; Components: S; Casting Time: 1
  standard action; Range: Medium (100 ft. + 10 ft.
  level); Target: 1 individual or creature; Duration: 1
  minute/level; Saving Throw: Reflex Negates; Spell
  Resistance: Yes
  When this spell is cast on a target, for the duration of
  this spell any firearm's fire that misses the determined
  target may re-roll again to hit.  If the attack hits the
  target, resolve as normal. If the attack roll fails again,
  then the target is missed.
  
  Colorize
  Transmutation
  Level: Acolyte 0, Mage 0; Components: S; Casting Time: 1
  standard action; Range: Close (25 ft. + 5 ft./2 levels); Target: 1
  object or area of up to 5 sq. ft.; Duration: 6 hours; Saving
  Throw: Will negates; Spell Resistance: Yes
  This spell makes it possible for the caster to temporarily change
  the color or hue of on object for a limited time.  This spell can
  be used on any thing that has color including skin, eye and hair.
  After the spell expires, the object will return to its normal color.
  Dead Zone
  Abjuration
  Level: 2; Components: V, S; Casting Time: 1 standard action;
  Range: Medium (100 ft. + 10 ft. level); Area: 25-ft.-radius
  spherical emanation, centered on target; Duration: 10
  minutes/level; Saving Throw: None; Spell Resistance: Yes
  When this spell is cast, the mage places up a "dead zone", an
  areas that is not able to receive or send all types of electronic or
  digital signals including cell phones, cameras, beepers and ect.
  This area will act as if the device that is being used has "no
  service" and can't send or receive any electronic or digital
  signals for the duration of the spell.
  Fire Hose
  Evocation
  Level: Mage 3; Components: V, S; Casting Time: 1 standard
  action; Range: Medium (100 ft. + 10 ft. level); Effect: 5ft. wide
  ray; Duration: Instantaneous; Saving Throw: Reflex half;
  Spell Resistance: Yes
  A mage that cast this spell will create a water blast similar to a
  high-powered fire hose that will extend to the range end of this
  spell.  Anyone hit with the water blast for this spell will take
  1d8 points of damage per level of the mage and is automatically
  knocked prone.  All those who make a Reflex save will only
  take half damage but are driven back 5 feet per level of the
  mage.  Any fire based creature hit wit this spell will suffer 1d12
  points of damage per level and are driven back 10 feet per level
  of the mage no matter if they pass or fail their reflex save.
  Free Drinks
  Transmutation
  Level: Acolyte 3, Mage 2; Components: S, M; Casting Time:
  1 standard action; Range: Close (25 ft. + 5 ft./2 levels); Effect:
  See below; Duration: Instantaneous; Saving Throw: None;
  Spell Resistance: Yes
  With this spell is it possible to create a particular amount of one
  specific type of beverage, excluding water.  The actual beverage
  must be placed in some type or container or the liquid will fall
  at the feet of the spell caster. Amount of liquid created by this
  spell depends on the type of liquid:
  • Juice or Soda: D4+2 gallons per caster level
  • Wine: D4 gallons per caster level
  • Light Beer or Wine Cooler: Two gallons per caster level
  • Imported or Regular Beer: One gallon per caster level
  • Hard Alcohol (Vodka or Gin): ½ gallon per caster level. 
  • Pure Alcohol (Grain Alcohol or Moonshine): ¼ gallon per
  caster level
  Material Component: A tablespoon or packet of sugar
  Nuk'em
  Evocation [Radiation]
  Level: Mage 3; Components: V, S; Casting Time: Attack
  action; Range: Medium (100 feet + 10 feet per class level);
  Area: 20-ft.-radius spread; Duration: Instantaneous; Saving
  Throw: Reflex half; Spell Resistance: Yes
  A Nuk'em spell detonates an unnatural greenish colored glowing
  radioactive explosion that hisses and crackles and does 1d6
  points of radiation damage per caster level (maximum 5d6) to all
  Individuals within the area. Unattended objects also take this
  damage but the explosion creates no concussive force.  
  Protection from Radiation
  Abjuration
  Level: Acolyte 3, Mage 3; Components: V, S, DF; Casting
  Time: 1 standard action; Range: Touch; Target: Creature
  touched; Duration: 10 min./level or until discharged; Saving
  Throw: Fortitude negates (harmless); Spell Resistance: Yes
  (harmless)
  Protection from Radiation grants temporary immunity to radia-
  tion when you cast it. When the spell absorbs 12 points per
  caster level of Radiation damage (to a maximum of 60 points at
  5th level), it is discharged.  Protection from Radiation overlaps
  (and does not stack with) resist Radiation. If a character is
  warded by protection from radiation and resist radiation, the
  protection spell absorbs damage until its power is exhausted.
  Quick Cash
  Illusion
  Level: Acolyte 2, Mage 2; Components: V, S, F; Casting
  Time: 1 standard action; Range: Touch; Duration: 5
  min./level; Saving Throw: None; Spell Resistance: None
  If you're short for a little cash, this spell is there to help you out.
  Casting this spell turns an ordinary piece of paper currency into
  any amount piece of paper currency of the caster's choosing.
  The original piece of paper currency does not actually transform
  in the physical sense, rather it just has the illusion placed on it.
  The illusion currency appears as a perfect fabrication and is
  impossible to tell the difference from real money.
  Focus: Currency
  PAGE  2
  D20  MODERN
  
  Radiation Blast
  Evocation [Radiation]
  Level: Mage 1; Components: V, S; Casting Time: Attack
  action; Range: Close (25 ft. + 5 ft./2 levels); Area: 20-ft.-radius
  spread; Duration: Instantaneous; Saving Throw: Reflex half;
  Spell Resistance: Yes
  A Radiation Blast spell fires an unnatural greenish colored
  glowing blast of deadly radioactive energy that does 1d4 points
  of radiation damage per caster level (maximum 5d4). 
  Radioactive Touch
  Evocation [Radiation]
  Level: Mage 1; Components: V, S; Casting Time: Attack
  action; Range: Touch; Target: Individual touched; Duration: 1
  minute/level; Saving Throw: Reflex half; Spell Resistance:
  Yes
  This spell envelops the caster's hands in an unnatural greenish
  colored glow that hisses and crackles.  With any touch attack,
  this spell does 1d8 radiation points of damage +1 point per
  caster level (maximum +5).
  Resist Radiation
  Abjuration
  Level: Acolyte 2, Mage 2; Components: V, S, DF; Casting
  Time: 1 standard action; Range: Touch; Target: Creature
  touched; Duration: 10 min./level; Saving Throw: Fortitude
  negates (harmless); Spell Resistance: Yes (harmless)
  This abjuration grants a creature limited protection from damage
  from radiation . The subject gains radiation resistance 10 against
  radiation, meaning that each time the creature is subjected to
  such damage (whether from a natural or magical source), that
  damage is reduced by 10 points before being applied to the
  creature's hit points.  The spell protects the recipient's equip-
  ment as well.  Resist Radiation absorbs only damage. The
  subject could still suffer unfortunate side effects. Resist
  Radiation overlaps (and does not stack with) protection from
  radiation. If a character is warded by protection from radiation
  and resist radiation, the protection spell absorbs damage until its
  power is exhausted.
  Smoke Screen
  Evocation
  Level: Mage 2; Components: V, S; Casting Time: 1 standard
  action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Cloud
  spreads 20 ft. wide and 20 ft. high; Duration: 1 minute/level;
  Saving Throw: None; Spell Resistance: Yes
  When this spell is cast you expel an inky-black cloud of smoke,
  engulfing yourself and the surrounding area.  The cloud of
  smoke centered on yourself. The cloud is stationary once
  created. The inky-black smoke obscures all sight, including
  darkvision, beyond 5 feet. A creature 5 feet away has one-half
  concealment (20% miss chance). Creatures farther away have
  total concealment (50% miss chance, and the attacker cannot
  use sight to locate the target).  This spell will also function
  underwater. A moderate wind or current disperses the cloud in 4
  rounds. A strong wind or current disperses the cloud in 1 round.
  X-Ray Vision
  Divination
  Level: Acolyte 1, Mage 1; Components: V; Casting Time: 1
  standard action; Range: Close (25 ft. + 5 ft./2 levels); Target:
  You; Duration: 1 min./level (D); Saving Throw: Fortitude
  negates (harmless); Spell Resistance: Yes (harmless)
  With his spell, you can see into and through solid matter.  X-
  Ray Vision allows you to see through 1 foot of brick or stone, 1
  inch of metal or composite alloy, and up to 3 feet of wood,
  plaster, or dirt per level. Thicker substances or a thin sheet of
  lead blocks your vision. X-ray vision allows you to see as if you
  were looking at something in normal light, even if there is no
  illumination.
  Artwork: Rowan Dodds
  d20 Modern™ is a trademark of Wizards of the Coast, Inc., a
  subsidiary of Hasbro, Inc., and is used with permission. Wizards
  of the Coast® is a registered trademark of Wizards of the Coast,
  Inc., a subsidiary of Hasbro, Inc., and is used with permission.
  ‘d20 System’ and the d20 System logo are trademarks of
  Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are
  used with permission.
  PAGE  3
  D20  MODERN
  All  text  on  all  pages  is  Open  Game
  Content  as  defined  by  the  Open  Gaming
  License.  See  page  4  for  more  information.
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc. 
  Modern System Reference Document Copyright 2002-2003, Wizards
  of the Coast, Inc.; 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, Peter
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Urban Magica 3, Copyright 2004, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Urban Magica 3.pdf