TEXT: The D20 MODERN Roleplaying Game brings the
  excitement of roleplaying gaming to the modern
  world. It uses the d20 System’s core mechanics to
  let you experience a wide range of adventures,
  from modern high fantasy complete with magic
  and monsters, to gritty, realistic technothrillers
  that pit players against terrorists, criminals, and
  other real-world threats.
  To further enhance your modern gaming experi-
  ence, here are a few extras you can use in your D20
  MODERN campaign right away! From vehicles to spells
  to new rules, this web enhancement gives you a wide
  range of more great material to drop into the game.
  To use this web enhancement, you should
  already have a copy of the D20 MODERN Roleplaying
  Game. This bonus material is brought to you
  by 
  the 
  official 
  D20 
  MODERN
  website: 
  <www.wizards.com/d20modern>.
  ADDITIONAL EQUIPMENT
  In Chapter 4 you can choose from a wide range of
  equipment. Here are a few additional items you can
  add to your game as well.
  Heavy Weapons
  RPG-7: This Russian-made rocket-propelled
  grenade is common throughout the third world.
  Consisting of a relatively simple firing tube into
  which a rocket-propelled explosive can be loaded,
  it’s something between a grenade launcher and a
  true rocket launcher.
  When the RPG-7 round hits its target, it
  explodes like a grenade or other explosive, dealing
  6d6 points of damage to all creatures within a 10-
  foot radius (Reflex save DC 16 for half damage).
  Because its explosive features a shaped charge
  designed to penetrate the armor of military
  vehicles, the RPG-7 ignores up to 10 points of
  hardness if it strikes a vehicle, building, or object.
  Even More
  MODERN
  By Charles Ryan
  This layout intentionally begins on page 2. There is no page 1.
  
  d20MODERN
  3
  However, this only applies to the target struck, not to
  other objects within the burst radius.
  The RPG-7 has a minimum range of 30 feet. If fired against
  a target closer than 30 feet away, it does not arm and will
  not explode.
  This weapon requires the Exotic Firearms Proficiency
  (rocket launchers) feat.
  ADDITIONAL AMMUNITION
  Ammunition Type (Quantity)
  Purchase DC
  RPG-7 (4)
  17 
  Explosives
  Claymore Mine: This weapon is an anti-personnel explo-
  sive that uses a shaped charge to launch hundreds of pieces
  of shrapnel in a fan-shaped arc, with devastating effect.
  When the claymore is set off, the brunt of its force
  explodes outward in a cone (just like a cone-shaped FX
  effect; see Chapter 10). Creatures and objects within the
  cone take 6d6 points of damage; those within the burst
  radius but not within the cone take 2d6 points of damage.
  (Reflex save for half in both cases). The user aims the clay-
  more (setting the direction of the cone) while placing it.
  Claymores come with disposable wired detonators, but
  can be used with other types of detonators as well.
  The purchase DC given is for a bandolier containing two
  claymores and detonators.
  Flash-Bang Grenade: A flash-bang grenade is a non-
  lethal device that uses a bright flash and loud report to dis-
  able victims within its burst radius.
  All creatures within the burst radius must succeed at a
  Fortitude save (DC 16) or become dazed (can take no
  actions) for 1d6 rounds.
  The purchase DC given in the table below is for a box of
  six grenades.
  Surveillance Gear
  Concealable Camera: This tiny camera is about the size
  of a matchbox. It has a fixed focus, meaning that it can only
  photograph objects from a specific distance (specified
  when the camera is purchased). It requires special film,
  which comes in 24-exposure rolls (purchase DC 4).
  Concealable Microphone: This tiny device is about the
  size of two stacked dimes. It picks up sounds up to 10 feet
  away and transmits them by radio with a range of 500 feet.
  A professional walkie-talkie programmed to its frequency
  can pick up the signal.
  Concealable Video Camera: About 2 inches long and
  half that in diameter, this tiny camera can be used with or
  without a snake-eye lens (below). Unlike a portable video
  camera, this concealable unit does not have a viewfinder or
  any means of recording its images. Instead, it passes images
  on to whatever device it is connected to (a television mon-
  itor or recording unit). Connecting the concealable video
  camera to a recording or monitoring device requires a Craft
  (electronics) check (DC 10).
  Explosives Detector: About the size of a large mega-
  phone, this device sniffs out nitrogen compounds—the
  basis for all common explosives. It provides a +10 equip-
  ment bonus on all Search checks involving explosives.
  Laser Microphone: This device bounces an invisible
  light beam off a window, using the return signal to convert
  the window’s vibrations into the sounds within the room.
  Using this device, a person can make a Listen check as
  though he was standing just inside the window. It is only
  useful for eavesdropping on indoor conversations from
  without, and vacuum-sealed double-paned glass defeats it.
  Night-Vision Imager: This unique electro-optical device
  mounts easily on top of most cameras, portable video cam-
  eras, and standard scopes, directing its image into the
  device’s existing lens. It gives the device the darkvision capa-
  bilities of night vision goggles.
  Parabolic Microphone: Looking like a hand-held trans-
  parent satellite dish 10 inches across, this device focuses in
  on sound sources. When directed at a particular source of
  sound (such as two people having a conversation), it reduces
  the Listen check penalty from –1 for every 10 feet to –1 for
  every 100 feet. It works only if it has an unobstructed line of
  sight to the source of the sound.
  Snake-Eye Lens: This device has a tiny lens—about a
  quarter-inch across—on the end of a flexible 10-inch-long
  wand. The other end adapts to a 35mm camera, digital
  camera, or portable video camera. The lens can be poked
  around corners, under doors, or through holes, or it can be
  hidden in a vent, emergency sprinkler, or similar innocuous
  architectural feature.
  Transistor Detector: This device, about the size of a
  walkie-talkie, detects bugs and taps that contain radio
  transmitters, whether or not the transmitters are function-
  ing at the time. It provides a +10 equipment bonus on all
  Search checks involving electronic transmitters. It does not
  work on wired microphones, cameras, or other devices that
  don’t contain transmitters.
  WEB ENHANCEMENT
  ADDITIONAL HEAVY WEAPONS
  Weapon
  Dmg
  Crit
  Dmg Type
  Range Increment
  ROF
  Magazine
  Size
  Weight
  Purchase DC
  Restriction
  RPG-7
  6d6*
  —
  —
  100 ft.
  1
  1 int.
  Large
  18 lb.
  12
  Mil (+3)
  ADDITIONAL EXPLOSIVES
  Weapon
  Damage
  Burst Radius
  Reflex DC
  Range Increment
  Size
  Weight
  Purchase DC
  Restrictions
  Claymore Mine
  6d6*
  40 ft.
  16
  —
  Small
  2 lb.
  15
  Mil 
  (+3)
  Flash-Bang Grenade
  —*
  15 ft.
  —*
  10 ft.
  Tiny
  1 lb.
  14
  Res (+3)
  * This weapon does special damage. See the weapon description.
  
  d20MODERN
  4
  Professional Equipment
  Camouflage Compact: This small plastic item looks like
  an olive-drab makeup compact. Inside are three or four pats
  of grease-paint, in camouflage colors. Compacts are avail-
  able in woodland, desert, winter, and urban color schemes.
  Using the makeup in conjunction with fatigues of the same
  pattern increases the bonus on Hide checks from +2 to +4. A
  camouflage compact contains 10 applications of makeup.
  Scuba Diving Gear: Scuba gear allows a swimmer to
  remain underwater for a lengthy period of time. Scuba gear
  consists of a buoyancy compensator and weight belt to
  keep a diver’s buoyancy neutral in the water, an air tank and
  regulator to allow the diver to breathe, fins to aid in swim-
  ming, and a mask for visibility.
  When using scuba gear, a diver can remain underwater for
  up to an hour if she does not exceed a depth of 30 feet, 30
  minutes if she doesn’t exceed a depth of 60 feet, and 15
  minutes if she doesn’t exceed a depth of 90 feet.
  It takes five minutes to don or remove scuba gear.
  Scuba gear imposes a penalty of –2 on all Dexterity
  checks, Dexterity-based skill checks, and melee and ranged
  attack rolls while in the water. On land, these penalties
  double. In addition, the wearer’s speed falls to one-quarter
  the normal speed (removing the fins eliminates this speed
  penalty). 
  Weapon Accessories
  Booby Trap Kit: This small package consists of a spring-
  loaded device with a hair-trigger pin. It can be wired to a
  blasting cap or other detonator (not included with the kit),
  and is used by attaching the pin to a tripwire or pull-cord. If
  someone trips or cuts the tripwire, the spring action sets off
  the detonator (and hence the explosive).
  Civilian Motorcycles
  Harley Davidson FLHTPI Electra Glide: This model is in
  common service as a police motorcycle; the stats shown in
  the table reflect the options common to police use. A large
  bike, it’s powered by a 1,450cc engine. It is one square wide
  and two squares long.
  Kawasaki Ninja ZX-9R: A mid-range racing-style street
  bike, the Ninja is powered by an 899cc engine. It is one
  square wide and two squares long.
  Civilian Trucks
  Jeep Grand Cherokee Laredo: A popular SUV with
  excellent off-road credentials, the four-door Grand Chero-
  kee is powered by a 4.0-liter V8 engine. It is two squares
  wide and four squares long.
  Jeep Wrangler Sport: The modern version of the World
  War II-era army jeep, the Wrangler is a small, rugged SUV
  with a retractable canvas top. It’s powered by a 4.0-liter 6-
  cylinder engine, and is two squares wide and three squares
  long. The Wrangler provides one-quarter cover for crew and
  passengers.
  Civilian Water Vehicles
  Wellcraft Scarab 38 AVS: A top-of-the-line high-pow-
  ered speedboat, the 38-foot Scarab reaches the kinds of
  velocities favored by rich speed junkies and flamboyant
  drug runners. Powered by two 600-horsepower engines, it
  features berths for four people, as well as a small galley
  (kitchen) and head (bathroom) belowdecks—but it’s really
  built for speed over comfort.
  The Scarab is two squares wide and eight squares long.
  It provides one-half cover to occupants in the cockpit,
  full cover to occupants belowdecks, and no cover to
  those on deck.
  Zodiac Touring S Mark 2: This inflatable craft,
  common in the civilian world as a dinghy or tender but
  also used by special operations forces as an assault boat,
  is made of rugged reinforced rubber. It is powered by an
  outboard engine (the stats shown represent a 40-horse-
  power motor, the most powerful type the boat can
  accept). As this boat weighs more than 180 lb. and folds
  WEB ENHANCEMENT
  ADDITIONAL GENERAL EQUIPMENT: SURVEILLANCE GEAR
  Item
  Size
  Weight
  Purchase DC
  Restriction
  Concealable camera
  Dim
  0.5
  14
  —
  Concealable microphone
  Fine
  —
  15
  —
  Concealable video camera
  Dim
  0.5
  13
  —
  Explosives detector
  Tiny
  3
  20
  —
  Laser microphone
  Tiny
  2
  21
  —
  Night-vision imager
  Tiny
  2
  22
  —
  Parabolic microphone
  Tiny
  3
  14
  —
  Snake-eye lens
  Dim
  0.5
  14
  —
  Transistor detector
  Tiny
  2
  21
  —
  ADDITIONAL GENERAL EQUIPMENT: PROFESSIONAL EQUIPMENT 
  Item
  Size
  Weight
  Purchase DC
  Restriction
  Camouflage compact
  Dim
  —
  3
  —
  Scuba diving gear
  Small
  25
  17
  —
  ADDITIONAL GENERAL EQUIPMENT: WEAPON ACCESSORIES 
  Item
  Size
  Weight
  Purchase DC
  Restriction
  Booby trap kit
  Dim
  —
  4
  —
  
  d20MODERN
  5
  into a cube almost 3 feet on a side, carrying it across
  country is possible but not easy. The boat does fit in the
  trunk of many cars, however. It inflates in 10 minutes
  using the included foot pump, or one minute with a
  compressed-air cartridge (purchase DC 6). The Zodiac’s
  air chambers are compartmentalized, so a single punc-
  ture will not destroy the boat—like all other vehicles, it
  is disabled when its hit points fall to 0.
  The Zodiac is two squares wide and three squares long. It
  provides no cover for its crew or passengers.
  Other Civilian Vehicles
  Bluebird Conventional: This is the standard school bus
  used throughout the United States. Due to its extreme
  ruggedness and relatively low cost, it’s also common
  throughout the third world, where it serves as a transit bus.
  Unlike most buses, it has a rear emergency door in addition
  to the main door. This vehicle is two squares wide and
  eight squares long. It provides three-quarters cover for
  crew and passengers.
  MCI D4500 Motor Coach: This is the sort of bus used by
  charter and tour companies as well as interstate bus lines. It
  features comfortable seating and a lavatory, and may
  include a number of luxury amenities, depending on use.
  Several large cargo bays are located under the passenger
  compartment, accessible from the outside. This vehicle is
  two squares wide and eight squares long. It provides three-
  quarters cover for crew and passengers.
  Military Aircraft
  Mi-8 Hip: A transport helicopter used by the Soviet
  Union, this aircraft has been manufactured in huge numbers
  since the 1960s and is in service with over 50 nations.
  Numerous military and civilian variants exist.
  The Mi-8 has a door on its left side just behind the cock-
  pit, and a large cargo door at the rear. It is two squares wide
  and eight squares long. It provides three-quarters cover for
  its crew, and nine-tenths cover for its passengers.
  V22 Osprey: This unique aircraft is just entering produc-
  tion, although prototypes have existed for several years. The
  V22 is the first production tiltrotor aircraft, a new type of
  design that combines the best features of a helicopter with
  the strengths of a conventional fixed-wing aircraft.
  The V22 is shaped much like a conventional airplane, with
  the cockpit at the front of a boxy fuselage. The wings sit high
  overhead, and a cargo door opens in the rear, much like that
  of most standard military cargo planes. It differs from normal
  aircraft, however, in the placement of its large turboprop
  engines, which are situated at the ends of the wings. The
  engines can pivot, angling the props forward (like the pro-
  pellers on a normal airplane) or upward (like the rotors of a
  helicopter). The exceptionally large props function as heli-
  copter rotors when angled upward, giving the aircraft the
  ability to lift off and land vertically, and to hover, just like a
  helicopter. For forward flight, the pilot angles the rotors for-
  ward, and the V22 begins to fly like a normal airplane, achiev-
  ing the speeds and range of a conventional turboprop aircraft.
  WEB ENHANCEMENT
  ADDITIONAL VEHICLES: CIVILIAN MOTORCYCLES
  Name
  Crew
  Pass.
  Cargo Init. Maneuver Top Speed Defense Hardness HP
  Size Purchase DC Restriction
  Harley Davidson
  1
  0
  40 lb.
  –1
  +1
  176 (18)
  9
  5
  20
  L
  28
  Lic (+1)
  FLHTPI Electra Glide
  (police motorcycle)
  Kawasaki Ninja ZX-9R 1
  1
  0 lb.
  +0
  +3
  317 (32)
  10
  5
  18
  M
  26
  Lic (+1)
  (racing bike)
  ADDITIONAL VEHICLES: CIVILIAN TRUCKS
  Name
  Crew
  Pass.
  Cargo Init. Maneuver Top Speed Defense Hardness HP
  Size Purchase DC Restriction 
  Jeep Grand Cherokee 1
  4
  250 lb. –2
  –2
  194 (19)
  8
  5
  34
  H
  30
  Lic (+1)
  Laredo (SUV)
  Jeep Wrangler 
  1
  3
  200 lb. –1
  –1
  176 (18)
  9
  5
  32
  L
  29
  Lic (+1)
  Sport (SUV)
  ADDITIONAL VEHICLES: CIVILIAN WATER VEHICLES
  Name
  Crew
  Pass.
  Cargo Init. Maneuver Top Speed Defense Hardness HP
  Size Purchase DC Restriction 
  Wellcraft Scarab 
  1
  3
  1,000 lb. –4
  –4
  141 (14)
  6
  5
  42
  G
  45
  Lic (+1)
  38 AVS (speedboat)
  Zodiac Touring S
  1
  6
  450 lb. –1
  +0
  62 (6)
  9
  0
  8
  L
  23
  Lic (+1)
  Mk2 (inflatable)
  ADDITIONAL VEHICLES: OTHER CIVILIAN VEHICLES
  Name
  Crew
  Pass.
  Cargo Init. Maneuver Top Speed Defense Hardness HP
  Size Purchase DC Restriction 
  Bluebird Conventional 1
  77
  0 lb.
  –4
  –4
  120 (12)
  6
  5
  52
  G
  36
  Lic (+1)
  (school bus)
  MCI D4500 Motor 
  1
  55 1,500 lb. –4
  –4
  150 (15)
  6
  5
  52
  G
  38
  Lic (+1)
  Coach (charter bus)
  
  d20MODERN
  6
  The V22’s large rotors do not allow it to land like a con-
  ventional aircraft; it can only take off and land vertically
  with its rotors angled upward.
  The V22 has two doors just behind the cockpit that can
  serve as gunner stations, and a large cargo ramp at the rear.
  This vehicle is eight squares wide (including the wings; the
  hull is only two squares wide) and 12 squares long. It pro-
  vides three-quarters cover for its crew and gunners, and
  nine-tenths cover for all other passengers.
  ADDITIONAL SPELLS
  Magic is an ancient tradition, and many of its effects
  reflect its venerable roots. The modern world has given
  magic new applications, however, a few of which are
  reflected here.
  Burglar’s Buddy
  Illusion (Glamer)
  Level: Mage 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Long (400 ft. + 40 ft./level)
  Area: 15-ft.-radius emanation centered on a creature, object,
  or point in space
  Duration: 1 minute/level
  Saving Throw: None and Will negates (object)
  Spell Resistance: Yes and no (object)
  This spell suppresses all mechanical or electronic intru-
  sion alarms and alarm sensors in the affected area. Burglar
  alarms or other intrusion alarms within the affected area
  simply fail to function; sensors for intrusion alarm systems
  (such as motion detectors, IR detectors, pressure sensors,
  electric eyes, etc.) also fail to function, sending no signal to
  monitoring stations. Video surveillance devices continue to
  send whatever image they were photographing at the
  moment the spell was cast.
  Arcane Material Components: A camera lens cover. 
  Caller ID
  Divination
  Level: Acolyte 0, Mage 0
  Components: V, S
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: One telephone or walkie-talkie
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You determine the identity of the caller on a telephone
  that is ringing or connected, or a walkie-talkie that is receiv-
  ing a transmission, without having to touch or answer the
  device. You must be able to see or hear the device.
  Camera-Shy
  Illusion (Glamer)
  Level: Mage 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal or touch
  Target: You or a creature or object weighing no more than
  100 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: None or Will negates (harmless, object)
  Spell Resistance: No or yes (harmless, object)
  The creature or object touched cannot be photographed.
  It simply does not appear on any photograph, still or video
  (making it invisible to surveillance cameras, for example). If
  the recipient is a creature carrying gear, the gear does not
  show up, either.
  Items dropped or put down by an affected creature
  become visible to photography; items picked up disappear
  if tucked into clothing or a bag carried by the creature. Light
  never becomes invisible, although a source of light can
  become so (thus, the effect, in a photograph or video
  image, is that of a light with no visible source). Any part of
  an item that the subject carries but that extends more than
  10 feet from it becomes visible, such as a trailing rope.
  The subject is invisible to photography in only the visible
  spectrum. It can be photographed by other means (such as
  a camera that photographs thermal images) or detected by
  sound, the step of a foot in a puddle, or other traces. The
  subject does appear visible via other optical means, such as
  binoculars, telescopes, and camera viewfinders.
  Arcane Material Components: A small lens or prism. 
  Dataread
  Divination
  Level: Acolyte 2, Mage 2
  Components: V, S, F/DF
  Casting Time: 1 action
  Range: Touch
  Effect: Read machine-readable data
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  You run your finger over any machine-readable data
  source (a barcode, a computer disk, a CD, magnetic tape, or
  any similar record) to understand the content of the data.
  You experience the data as it would normally be experi-
  enced through an appropriate machine. For example, if
  reading a music CD, you hear the music in your head. If read-
  WEB ENHANCEMENT
  ADDITIONAL VEHICLES: MILITARY AIRCRAFT
  Name
  Crew
  Pass.
  Cargo Init. Maneuver Top Speed Defense Hardness HP
  Size Purchase DC Restriction 
  Mi-8 Hip 
  3
  24 6,600 lb. –4
  –4
  211 (21)
  6
  5
  46
  G
  42
  Lic (+1)
  (transport helicopter)
  V22 Osprey 
  2
  24 4,000 lb. –4
  –4
  484 (48)
  6
  5
  52
  G
  57
  Mil (+3)
  (transport tiltrotor)
  
  d20MODERN
  7
  ing a word processor file, you visualize and read an image of
  the page. If reading a barcode, you see the serial number,
  pricing information, or other barcoded data.
  The amount of time required to experience the data is
  the same as that required to read it by conventional means.
  You can normally read 2 pages of documents in one minute.
  This spell does not decode encrypted data. Without the
  encryption code, an encrypted document or file normally
  appears as a seemingly random string of characters. If you
  know the encryption code, however, you can read
  encrypted data normally with this spell.
  Degauss
  Transmutation
  Level: Acolyte 1, Mage 1
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Effect: Stored data is erased
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  By touching a single device that contains electronic files,
  such as a computer, external hard drive, CD-ROM, or mag-
  netic disk, you erase all files on that device. The device is
  rendered empty of data.
  Divination
  Divination
  Level: Acolyte 4
  Components: V, S, M
  Casting Time: 10 minutes
  Range: Personal
  Target: You
  Duration: Instantaneous
  Similar to augury but more powerful, a divination spell
  can provide you with a useful piece of advice in reply to a
  question concerning a specific goal, event, or activity that
  is to occur within one week. The advice can be as simple
  as a short phrase, or it might take the form of a cryptic
  rhyme or omen.
  For example, suppose the question is “Will we do well if
  we venture into the ancient temple of the Snake Cult?” The
  GM knows that yuan-ti guard a huge treasure, but estimates
  that your party could beat the creatures after a hard fight.
  Therefore the divination response might be: “A steady will
  and sharp eye take the wealth of the serpent.” In all cases,
  the GM controls what information you receive. Note that if
  your party doesn’t act on the information, the conditions
  may change so that the information no longer proves useful.
  (For example, the yuan-ti could leave the temple and take
  their treasure with them.)
  The base chance for a correct divination is 70% + 1% per
  caster level. The GM adjusts the chance if unusual circum-
  stances require it (if, for example, unusual precautions
  against divination spells have been taken). If the dice roll
  fails, you know the spell failed, unless specific magic yield-
  ing false information is at work.
  As with augury, multiple divinations about the same
  topic by the same caster use the same dice result as the first
  divination and yield the same answer each time.
  Material Component: Incense and a sacrificial offering
  appropriate to your religion with a purchase DC of at least 13.
  Magic Driver’s License
  Illusion (Glamer)
  Level: Mage 0
  Components: V, S
  Casting Time: 1 action
  Range: Touch
  Effect: Illusionary identification card
  Duration: See description
  Saving Throw: None
  Spell Resistance: No
  You make a small card or slip of paper appear to be a
  valid identification card of your choosing. For example, you
  might make a business card look like a driver’s license, or a
  video club card look like an F.B.I. ID card. The card bears your
  name, likeness, and all other data expected by anyone
  examining such a card. However, it is only visually accurate,
  and does not contain any valid machine-readable data or
  electronic coding. You cannot use this spell to make an
  electronic passkey. The illusion lasts only as long as you
  touch the card, to a maximum of 5 rounds.
  Mask Metal
  Illusion (Glamer)
  Level: Mage 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Touch
  Target: A single metal object weighing no more than 
  10 lb./level
  Duration: 10 minutes/level (D)
  Saving Throw: None or Will negates (harmless, object)
  Spell Resistance: No or yes (harmless, object)
  This spell makes a metal object undetectable to metal
  detectors. When any creature or character makes a Search
  or Spot check to detect the object, he or she does not gain
  equipment bonuses from any device that detects metal.
  Arcane Material Components: A magnet. 
  Red Light, Green Light
  Transmutation
  Level: Mage 2
  Components: V, S, M
  Casting Time: 1 action
  Range: Personal
  Area: 250-ft.-radius emanation
  Duration: Concentration + 1 round/level (D)
  Saving Throw: No
  Spell Resistance: No
  Traffic lights turn green in your favor. If you move, traffic
  lights turn green when the spell area hits them, then turn
  red when you pass them. 
  WEB ENHANCEMENT
  
  8
  Arcane Material Components: A remote control, such as
  those used for TVs, stereos, or garage door openers. 
  Shutdown
  Transmutation
  Level: Acolyte 3, Mage 3
  Components: V, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius emanation centered on a point in space
  Duration: 1 minute/level
  Saving Throw: None
  Spell Resistance: No
  All electrical devices within the area of effect—lights,
  computers, cell phones, digital watches, etc.—do not func-
  tion for the duration of the spell. The spell does not prevent
  devices outside of the area of effect from operating nor-
  mally, even if they are on the same electrical circuit as those
  affected. (Even if the spell is cast on a generator supplying
  power to devices outside the area of effect, those outside
  devices continue to remain powered.) At the end of the
  spell’s duration, the devices operate again as if their opera-
  tion had not been interrupted. (Computers do not need to
  be restarted, and clocks display the correct time.) Many
  sophisticated mechanical devices, including automobiles
  and aircraft, rely on electrical components, and so are usu-
  ally affected by this spell.
  Arcane Material Components: The control, alt, and delete
  keys from a computer keyboard. 
  Sure Page
  Transmutation
  Level: Mage 2
  Components: V, S
  Casting Time: 1 action
  Range: Unlimited
  Effect: A message reaches an electronic device of someone
  known to you
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  You cause a text message of up to 25 words to appear on
  the screen of an electronic device capable of receiving such
  messages, such as a cell phone, pager, PDA, or computer. If
  the device is turned on, the message appears instantly; if
  not, the message appears as soon as someone turns it on.
  The message remains onscreen until read, then disappears,
  leaving no electronic record of its appearance. You must
  have seen the device to send a message to it.
  Trace Purge
  Transmutation
  Level: Acolyte 1
  Components: V, S, M
  Casting Time: 1 action
  Range: Close (25 ft. + 5 ft./2 levels)
  Area: 15-ft.-radius emanation centered on a point in space
  Duration: Instantaneous
  Saving Throw: None
  Spell Resistance: No
  When you cast this spell, you touch one person (your-
  self or someone else). The spell eliminates all physical evi-
  dence left by that person’s body within the affected area
  (fingerprints, fluids, hairs, etc.) along with any evidentiary
  materials accidentally deposited by that person’s body,
  clothes, or gear (such as fibers, mud, dust, etc.; the spell
  only affects materials no larger than a few strands of hair
  or a few ounces of dirt). It does not change any distur-
  bances that person created (including footprints, tool
  marks, or broken items), or remove any object the target
  person deliberately left.
  Arcane Material Components: A pair of tweezers.
  Wirewalk
  Transmutation [Teleportation]
  Level: Mage 4
  Components: V
  Casting Time: 1 action
  Range: Personal and touch
  Target: You and touched objects or other touched willing
  creatures weighing up to 25 lb./level
  Duration: Instantaneous
  Saving Throw: None and Will negates (object)
  Spell Resistance: No and yes (object)
  This spell allows you to teleport to the location of a
  telephone you call. The telephone must be answered; the
  spell only works over an open line. You arrive adjacent to
  the device (within 5 feet of it). For example, you might use
  a cell phone to call your home. As soon as anyone answers
  the phone (including an answering machine), you could
  use the spell to teleport home. You can travel any dis-
  tance. You can bring along objects and willing creatures
  totaling up to 25 lb. per caster level. As with all spells
  where the range is personal and the target is you, you
  need not make a saving throw, nor is SR applicable to you.
  Only objects held in use (attended) by another person
  receive saving throws and SR.
  ADDITIONAL RULES FOR
  RADIATION, POISONS, AND DISEASE
  Modern medicine has led to greater health, but the world
  is still not without its dangers—some of which are unique to
  modern times. The following sections cover radiation sick-
  ness, a few venomous creatures of the modern world, and
  rules for using the Craft (chemical) skill to create poisons
  from scratch.
  Radiation Sickness
  When characters are exposed to radiation, they may be
  afflicted with radiation sickness. Radiation sickness func-
  tions exactly like exposure to any other disease, following
  the normal rules for diseases (Chapter 7). The Fortitude save
  necessary and the effects of radiation sickness vary with the
  dose of radiation to which the character is exposed.
  d20MODERN
  WEB ENHANCEMENT
  
  d20MODERN
  9
  Radiation exposure varies by degree, from mild to low,
  moderate, high, and severe. To determine the degree of
  exposure, start with the type of exposure: either an irra-
  diated area (such as the area near where a nuclear explo-
  sion has occurred, or a lab that has been flooded with
  radioactive gas), or a specific source of radiation (such as
  a lump of radioactive material). Use the total time of
  exposure within a given 24-hour period, rounding up. For
  example, say a character is involved in a lab accident. He
  has to run into the lab (and hence be exposed to the
  radioactive materials) four times to evacuate unconscious
  colleagues. Each trip takes 3 rounds; the character is
  exposed to the radiation source for a total of 12 rounds.
  This counts as a 10-minute exposure, since 12 rounds is
  more than 1 minute.
  RADIATION EXPOSURE
  Time of Exposure
  Situation 
  1 rd 1 min 10 min 1 hr 1 day
  Character in irradiated area:
  Lightly irradiated
  mild
  mild
  mild
  mild
  mild
  Moderately irradiated
  mild
  mild
  low
  low
  low
  Highly irradiated
  low
  low
  mod.
  mod.
  mod.
  Severely irradiated
  mod.
  mod.
  high
  high
  severe
  Character exposed to radiation source:
  Mildly radioactive materials
  mild
  mild
  low
  low
  low
  Highly radioactive materials
  mod.
  mod.
  high
  high
  severe
  Severely radioactive materials mod.
  high
  severe severe severe
  The degree of the exposure determines the severity of
  the radiation sickness, as indicated on the following
  table.
  RADIATION SICKNESS
  Degree of Exposure
  Fort Save DC
  Damage
  Mild
  12
  1d4–2* Con
  Low
  15
  1d6–2* Con
  Moderate
  18
  1d6–1* Con
  High
  21
  1d6 Con
  Severe
  24
  2d6 Con
  * Minimum damage 0 Con
  At low levels, radiation sickness is a slow disease. Often,
  a sick character suffers no severe effects. This is reflected in
  the fact that even with a failed Fortitude save, the character
  might not suffer any Constitution loss.
  In highly radioactive environments (such as a post-
  apocalyptic setting), a character might be exposed to
  radiation while already suffering from sickness. If the
  degree of exposure exceeds the exposure that caused
  the initial sickness, the character suffers radiation sick-
  ness at the increased severity. Otherwise, it does not
  change. For example, a character who has been exposed
  to a low dose of radiation does not get any sicker if she
  is later exposed to another mild or low dose. If she is
  exposed to a moderate or higher dose, however, her sick-
  ness becomes more severe.
  Venomous Creatures
  Our world harbors many venomous creatures. Most are
  small; in fact, few pose any threat to human beings aside
  from their poisons.
  The creature descriptions in Chapter 8 cover poison
  effects and save DCs for snakes and spiders, among other
  types of venomous creatures. Those are general rules of
  thumb; many specific creature toxins have different effects.
  This section covers a variety of specific venomous creatures.
  All creature poisons are injury poisons. Most are caused
  by bites or stings. A few, however, like the lionfish or Por-
  tuguese man-o-war, are injected at the creature’s slightest
  touch. Any contact with the creature, regardless of whether
  it deals damage, is sufficient to administer the toxin.
  Full stats are not included for these creatures. In the case
  of snakes and vermin, use the stats in Chapter 8.
  Snakes
  Black Mamba: This large snake (up to 13 feet in length) is
  fast and aggressive. Native to southern and central Africa, it
  is one of the most venomous snakes in the world.
  Coral Snake: This relatively small snake is found through-
  out the southern United States and northern Mexico. It is
  relatively shy, but dangerous if disturbed.
  Fer-de-Lance: This snake is native to tropical South and
  Central America. It isn’t very aggressive, but tends to lie in
  ambush for prey and often strikes unsuspecting humans by
  mistake.
  King Cobra: Another large snake (up to 14 feet long), the
  king cobra has a very dangerous venom. It is native to India
  and southeast Asia.
  Water Moccasin: This snake favors water, living in and
  near creeks and ponds. It’s found throughout the southeast-
  ern and southern midwest United States.
  Spiders and Scorpions
  Arizona Bark Scorpion: This creature is native to the
  southwestern United States and Mexico. It is one of the few
  scorpions in the world with a dangerous venom; most other
  species have stings that are painful but not generally harm-
  ful, much like a wasp sting.
  Black Widow: A notorious spider, the black widow is
  found worldwide in all but the coldest climes.
  Brown Recluse: This spider is found throughout the mid-
  west and into the eastern United States. It is shy and only
  bites when disturbed. Its bite is nearly painless, and many
  victims are not aware they’ve been bitten until after the fact.
  Funnel-Web Spider: This large, aggressive spider is
  native to Australia. (Related species are native to North and
  South America, but they are rarely dangerous to humans.)
  Sea Creatures
  Lionfish: This beautiful fish, a favorite in exotic aquari-
  ums, is native to the reefs of the Indian and South Pacific
  oceans. It carries its venom in spines in its fins.
  Portuguese Man-o-War: A jellyfishlike creature found in
  warm ocean waters around the world, the Portuguese man-
  o-war floats on the surface (sometimes singly, but often in
  groups of tens, hundreds, or even thousands) trailing ven-
  omous tentacles in the water. Its sting is extremely painful.
  WEB ENHANCEMENT
  
  10
  MAKING POISONS
  Creating poisons is a function of the Craft (chemical) skill.
  The rules here give you a peek behind the curtain; these
  rules were used to determine the creation DCs and times
  required for the poisons included in the D20 MODERN Role-
  playing Game.
  The DC of the Craft (chemical) check to create a poison is
  determined by the poison’s delivery method, save DC, and
  initial and secondary damage. The purchase DC of the com-
  ponents, and the time required, are based on the creation
  check DC.
  The base DC to create a poison is a function of the
  poison’s delivery method. Poisons that are administered
  intravenously (by injection) are injury poisons. Begin the
  process of determining how to make a poison by choosing
  the delivery method.
  Delivery Method
  Base DC
  Contact
  15
  Ingested
  10
  Inhaled
  10
  Injury
  5
  Next, determine the effects of the poison. Select ini-
  tial effects and secondary effects (most poisons have
  one of each, but some have more than one effect at each
  stage). Each effect adds a modifier to the creation DC.
  For example, if the poison deals 1d3 points of Dexterity
  damage initially, followed by 1d6 points of Dexterity
  damage, the DC would be modified by +2 (initial damage
  1d3 ability) and +2 (secondary damage 1d6 ability), for a
  total of +4.
  Constitution damage is especially dangerous. For Consti-
  tution damage, use the appropriate ability damage, but
  double the DC modifier.
  Effect
  Initial
  Secondary
  none
  0
  0
  1 ability damage*
  +1
  +1
  1d2 ability damage*
  +1
  +1
  1d3 ability damage*
  +2
  +1
  1d4 ability damage*
  +3
  +2
  1d6 ability damage*
  +4
  +2
  2d4 ability damage*
  +5
  +3
  2d6 ability damage*
  +6
  +4
  3d6 ability damage*
  +8
  +5
  1 ability drain*
  +4
  +4
  1d2 ability drain*
  +6
  +6
  1d3 ability drain*
  +8
  +8
  1d3 hp
  +2
  +2
  1d6 hp
  +4
  +3
  2d6 hp
  +8
  +6
  Per additional d6 hp
  +4
  +3
  Blindness 1d6 rounds
  +6
  +3
  Paralysis 2d6 minutes
  +10
  +5
  Unconsciousness 1d3 hours +12
  +6
  * If the poison deals Con damage, double the DC modifier.
  Finally, set the Fortitude save DC for the poison. A save DC
  of 10 or lower does not modify the poison creation DC. For
  each point you increase the save DC above 10, however, the
  Craft (chemical) skill DC increases by +1. For example, if you set
  the save DC at 15, the DC to create the poison goes up by +5.
  Save DC
  DC Modifier
  10
  0
  +1
  +1
  Once you know the total DC to create the poison, you
  can determine the purchase DC of the ingredients and the
  time required to create the poison.
  d20MODERN
  WEB ENHANCEMENT
  CREATURE VENOMS
  Creature (Type)
  Fort Save DC
  Initial Damage
  Secondary Damage
  Snakes
  Black mamba (Small viper)
  15
  2d6 Con
  1d6 Con
  Coral snake (Diminutive viper)
  15
  1d6 Dex
  1d6 Dex
  Fer-de-lance (Tiny viper)
  14
  1d6 Con
  1d6 hp
  King cobra (Small viper)
  15
  Paralysis
  2d6 Con
  Water moccasin (Tiny viper)
  13
  1d6 Con
  1d4 Dex
  Spiders and Scorpions
  Arizona bark scorpion (Fine scorpion)
  17
  1d6 Dex
  1d6 Str
  Black widow (Fine spider)
  13
  1d2 Dex
  1d2 Str
  Brown recluse (Fine spider)
  18
  1d2 hp
  1d4 hp
  Funnel-web spider (Fine spider)
  19
  2d4 Dex
  2d4 hp
  Sea Creatures
  Lionfish (Diminutive fish)
  13
  Paralysis
  1d6–1 Con
  Portuguese man-o-war (Diminutive jellyfish)
  12
  1d4 Str
  1d4 Int
  
  d20MODERN
  11
  Posion Creation DC
  Purchase DC
  Time
  0–14
  3
  1 hour
  15–19
  6
  2 hours
  20–24
  9
  4 hours
  25–29
  12
  8 hours
  30–34
  15
  16 hours
  35–39
  18
  24 hours
  40–44
  21
  48 hours
  45+
  24
  72 hours
  The final product is 1d4 doses of the poison.
  An Example: You wish to concoct a poison that deals
  1d6 points of Dexterity damage initially, followed by
  unconsciousness. The poison is to be ingested, and you’d
  like the Fortitude save DC to be 18. The DC to create the
  poison is 10 because it’s ingested, +4 for initial damage
  1d6 ability, +6 for secondary damage unconsciousness, +8
  for the Fortitude save DC. That’s a total Craft (chemical)
  DC of 28.
  With a Craft (chemical) DC of 28, the purchase DC for the
  components is 12, and it takes eight hours to concoct the
  poison. You end up with 1d4 doses.
  ABOUT THE AUTHOR
  Over a 12-year career in the adventure games industry
  that includes the founding of Chameleon Eclectic Enter-
  tainment, Inc. and positions at Pinnacle Entertainment
  Group, Last Unicorn Games, and Wizards of the Coast,
  Charles Ryan has guided the design and look of dozens of
  roleplaying, card, and tabletop games. His credits include
  such diverse titles as Deadlands, Millennium’s End, The Last
  Crusade, Star Trek: Deep Space Nine, Dune: Chronicles of
  the Imperium, Star Trek: Red Alert!, and The Wheel of Time
  Roleplaying Game. His work has won or been nominated for
  numerous industry awards, and his writings have appeared
  in most major industry publications. Charles served as Chair-
  man of the Academy of Adventure Gaming Arts & Design,
  the professional organization of the games industry, from
  1996 through 2001. He lives in Kent, Washington, with his
  lovely wife Tammie, three cats, and a dog. He works for Wiz-
  ards of the Coast.
  WEB ENHANCEMENT
  Credits
  Design:
  Charles Ryan
  Editing and Typesetting: Sue Weinlein Cook
  Editorial Assistance:
  Penny Williams
  Web Production: 
  Julia Martin
  Web Development: 
  Mark Jindra
  Graphic Design:
  Cynthia Fliege
  This d20™System game uses mechanics developed for
  the new DUNGEONS & DRAGONS® game by Jonathan
  Tweet, Monte Cook, Skip Williams, Richard Baker, and
  Peter Adkison. This game also uses mechanics devel-
  oped for the Psionics Handbook by Bruce R. Cordell,
  the Call of Cthulhu® Roleplaying Game by Monte Cook
  and John Tynes, and the Star Wars® Roleplaying Game
  by Bill Slavicsek, Andy Collins, and JD Wiker.
  D20 MODERN, D&D and Dungeons & Dragons are regis-
  tered trademarks, and d20 and the d20 System logo are
  trademarks owned by Wizards of the Coast, Inc., a sub-
  sidiary of Hasbro, Inc. All Wizards characters, character
  names, and the distinctive likenesses thereof are trade-
  marks owned by Wizards of the Coast, Inc.
  This material is protected under the copyright laws
  of the United States of America. Any reproduction or
  unauthorized use of the material or artwork contained
  herein is prohibited without the express written per-
  mission of Wizards of the Coast, Inc.
  This product is a work of fiction. Any similarity to
  actual people, organizations, places, or events is purely
  coincidental.
  This Wizards of the Coast game product contains no
  Open Game Content. No portion of this work may be
  reproduced in any form without written permission.
  To learn more about the Open Gaming License and
  the 
  d20 
  System 
  License, 
  please 
  visit 
  <www.wizards.com/d20>.
  ©2002 Wizards of the Coast, Inc. 
  All rights reserved.  Made in the U.S.A.
  Visit our website at
  <www.wizards.com/d20modern>
  
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