TEXT: This product requires the
  use of the d20 Modern 
  Core Rulebook
  Buck-A-Batch
  Modern
  Magic 
  Items II
  50 New Magic Items 
  for use with 
  d20 Modern Rules
  This document is part of System 20: 
  A Do-It-Yourself supplement system available at
  creationsedge.com
  
  Buck-A-Batch
  Modern
  Magic 
  Items II
  50 New Magic Items 
  for use with 
  D20 Modern Rules
  Introduction
  Welcome to Modern Magic Items II,
  part of our Buck-A-Batch line of prod-
  ucts. 
  The Buck-A-Batch product line is part
  of System 20, a do-it-yourself supple-
  ment system found on our website at
  www.creationsedge.com. 
  System 20 allows you to create your
  own supplements, featuring the content
  of your choice, for a fraction of the cost
  of traditional RPG supplements.
  You’ll find over 400 different magic
  items, weapons, rings, and wear on our
  site, as well as our Add-A-Rooms,
  Adventures, and other roleplaying aids.
  Our Free 20 section also hosts
  dozens of free creatures, items, and
  weapons to incorporate into your D20
  fantasy campaign. 
  This product requires the use of the
  d20 Modern Core Rulebook.
  Buck-A-Batch: Modern Magic Items II - for use with D20 rules - © 2005 Creation’s Edge Games.
  www.creationsedge.com
  ~Open Game Content~
  The content of this document entitled “Buck-A-Batch: Modern Magic Items II” which describe game
  mechanics are designated as Open Content. The remaining portions of this document are hereby added to
  Open Game Content and if so used should bear the COPYRIGHT NOTICE “Buck-A-Batch: Modern Magic
  Items II ©2005 Creation’s Edge Games” and optionally the web address “www.creationsedge.com”.
  The mention of or reference to any company or product in these pages is not a challenge to the
  trademark or copyright concerned.
  d20 Modern Core Rulebook® and Wizards of the Coast® are registered trademarks of Wizards of
  the Coast, and are used with permission. This document contains material based on the D20 System. The
  D20 System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
  License version 1.0. A copy of this License can be found at www.wizards.com.
  Buck-A-Batch: Modern Magic Items II is available for download on the Creation Edge
  Games website as part of the System 20 collection. Check out our website at cre-
  ationsedge.com for more System 20 resources and information on upcoming releases.  
  
  Bardsong Music CD 
  (Animate Dead)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. Dead creatures within 20 feet of the
  device playing the CD become animated as
  though targeted by an animate dead spell (as
  described in the d20 Modern, Core
  Rulebook) cast at 8th level. The CD will not
  reanimate the same creature twice. This
  effect lasts for as long as the CD is playing. A
  typical Bardsong CD has a playing time of 30
  minutes.  The device used to play the CD
  must remain stationary for the magic to work.
  Moving the device will disrupt the effect and
  the CD will have to be started over. 
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 34; Weight: -
  Bardsong Music CD 
  (Dispel Magic)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. This CD creates an aura of magic
  dispelling. Magic items or spell effects within
  20 feet of the device playing the CD are
  affected as though targeted by a dispel magic
  spell (as described in the d20 Modern, Core
  Rulebook) cast at 10th level. An item that
  successfully saves against the dispel cannot
  be targeted a second time by the CD. This
  effect lasts for as long as the CD is playing. A
  typical Bardsong CD has a playing time of 30
  minutes. The device used to play the CD
  must remain stationary for the magic to work.
  Moving the device will disrupt the effect and
  % Roll
  Name of Item
  00-01
  Bardsong Music CD (animate dead)
  02-03
  Bardsong Music CD (dispel magic)
  04-05
  Bardsong Music CD (raise dead)
  06-07
  Bardsong Music CD (remove curse)
  08-09
  Bardsong Music CD (restoration)
  10-11
  Bardsong Music CD (tongues) 
  12-13
  Doormat of Warding
  14-15
  Energy Bar (acid)
  16-17
  Energy Bar (cold)
  18-19
  Energy Bar (electricity)
  20-21
  Energy Bar (fire)
  22-23
  Energy Bar (sonic/concussion)
  24-25
  Flask of Healing
  26-27
  Jewelry Box of Dancing
  28-29
  Jewelry Box of Masking
  30-31
  Letter Opener
  32-33
  Lucky Game Dice (eight-sided)
  34-35
  Lucky Game Dice (six-sided)
  36-37
  Lucky Game Dice (ten-sided)
  38-39
  Lucky Game Dice (twenty-sided)
  40-41
  Mage-light Light Bulb (daze)
  42-43
  Mage-light Light Bulb (detect magic aura)
  44-45
  Mage-light Light Bulb (searing light)
  46-47
  Mage-light Light Bulb (see invisibility)
  48-49
  Magic Aquarium
  50-51
  Magic CD Case
  52-53
  Mana Monsters Summon Card (common)
  54-55
  Mana Monsters Summon Card (rare)
  56-57
  Mana Monsters Summon Card (ultra rare)
  58-59
  Mana Monsters Summon Card (uncommon)
  60-61
  Message Pen
  62-63
  Plastic Army Men (mine sweeper)
  64-65
  Plastic Army Men (rifleman)
  66-67
  Plastic Army Men (sniper)
  68-69
  Plastic Army Men (spotter)
  70-71
  Plastic Army Tank
  72-73
  Poison Bookmark
  74-75
  Poster (angel) 
  76-77
  Poster (demon) 
  78-79
  Psychic Bookmark
  80-81
  Sonic Blast Whoopee Cushion
  82-83
  Ultimate Joy Buzzer
  84-85
  Universal Gift Card
  86-87
  Un-welcome Mat
  88-89
  Watchdog's Collar
  90-91
  Wind Chimes of Warning
  92-93
  Wizard's Gum (blur)
  94-95
  Wizard's Gum (displacement)
  96-97
  Wizard's Gum (haste) 
  98-99
  Wizard's Gum (protection, arrows / bullets)
  
  the CD will have to be started over.  
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 36; Weight: -
  Bardsong Music CD 
  (Raise Dead)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. A single dead creature within 20 feet
  of the device playing the CD is affected as
  though targeted by a raise dead spell (as
  described in the d20 Modern, Core
  Rulebook). This spell acts as though cast at
  10th level. The CD must be played in its
  entirety for the spell to have an effect. The
  CD's magic will not work twice on the same
  creature. A typical Bardsong CD has a play-
  ing time of 30 minutes.  The device used to
  play the CD must remain stationary for the
  magic to work. Moving the device will disrupt
  the effect and the CD will have to be started
  over. 
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 36; Weight: -
  Bardsong Music CD 
  (Remove Curse)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. Creatures within 20 feet of the device
  playing the CD are affected as though target-
  ed by a remove curse spell (as described in
  the d20 Modern, Core Rulebook) cast at 10th
  level. The CD must be played in its entirety
  for the spell to have an effect. The CD's
  magic will not work twice on the same crea-
  ture. A typical Bardsong CD has a playing
  time of 30 minutes.  The device used to play
  the CD must remain stationary for the magic
  to work. Moving the device will disrupt the
  effect and the CD will have to be started over. 
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 36; Weight: -
  Bardsong Music CD 
  (Restoration)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. Creatures within 20 feet of the device
  playing the CD are affected as though target-
  ed by a restoration spell (as described in the
  d20 Modern, Core Rulebook) cast at 10th
  level. The CD must be played in its entirety
  for the spell to have an effect. The CD's
  magic will not work twice on the same crea-
  ture. A typical Bardsong CD has a playing
  time of 30 minutes.  The device used to play
  the CD must remain stationary for the magic
  to work. Moving the device will disrupt the
  effect and the CD will have to be started over. 
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 36; Weight: -
  Bardsong Music CD 
  (Tongues)
  A popular new age musician stumbled across
  a book of ancient ritual music. She incorpo-
  rated some of the melodies into her own
  songs. As a result each of her music CDs
  generate a different magic effect when
  played. This CD creates an aura of transla-
  
  tion. Creatures within 20 feet of the device
  playing the CD are affected as though target-
  ed by a tongues spell (as described in the
  d20 Modern, Core Rulebook) cast at 8th
  level. This effect lasts for as long as the CD is
  playing. A typical Bardsong CD has a playing
  time of 30 minutes.  The device used to play
  the CD must remain stationary for the magic
  to work. Moving the device will disrupt the
  effect and the CD will have to be started over. 
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 34; Weight: -
  Doormat of Warding
  A glyph of warding is stored within this simple
  doormat. The doormat can be traversed safe-
  ly by anyone in contact with it when it is
  placed on the ground in front of the portal it is
  to protect. Anyone else that steps on, passes
  over, or otherwise tampers with the mat will
  trigger the glyph. The owner can choose from
  two different settings when the mat is placed-
  blast glyph or spell glyph. Both function the
  same as a standard glyph spell (as described
  in the d20 Modern, Core Rulebook) cast at
  6th level. The mat can be retrieved safely by
  anyone who was in contact with it at the time
  it was set. A doormat of warding can be trig-
  gered 3 times per day. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: 3lb.
  Energy Bar 
  (acid)
  Masquerading as a standard sports energy
  bar, this energy bar actually protects the
  creature who eats it from the specified form
  of energy attacks. After eating this bar a crea-
  ture becomes protected as though they were
  targeted by a resist energy spell cast at 5th
  level with acid as the selected energy form.   
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  Energy Bar 
  (cold)
  Masquerading as a standard sports energy
  bar, this energy bar actually protects the
  creature who eats it from the specified form
  of energy attacks. After eating this bar a crea-
  ture becomes protected as though they were
  targeted by a resist energy spell cast at 5th
  level with cold as the selected energy form.   
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  Energy Bar 
  (electricity)
  Masquerading as a standard sports energy
  bar, this energy bar actually protects the
  creature who eats it from the specified form
  of energy attacks. After eating this bar a crea-
  ture becomes protected as though they were
  targeted by a resist energy cast at 5th level
  with electricity as the selected energy form.  
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  Energy Bar 
  (fire)
  Masquerading as a standard sports energy
  bar, this energy bar actually protects the
  creature who eats it from the specified form
  of energy attacks. After eating this bar a crea-
  ture becomes protected as though they were
  
  targeted by a resist energy spell cast at 5th
  level with fire as the selected energy form.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  Energy Bar 
  (sonic/concussion)
  Masquerading as a standard sports energy
  bar, this energy bar actually protects the
  creature who eats it from the specified form
  of energy attacks. After eating this bar a crea-
  ture becomes protected as though they were
  targeted by a resist energy spell cast at 5th
  level with sonic/concussion as the selected
  energy form.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  Flask of Healing
  This standard silver flask bears a number of
  magic glyphs around its mouth. Alcohol held
  within the flask for more than an hour
  becomes transformed into a healing potion.
  Drinking from the flask will heal a creature for
  2d4 points of damage. The potion must be
  drunk from the flask to have any effect. The
  potion will transform back into alcohol if
  spilled or poured out into a container. The
  flask can hold up to 3 doses of healing potion. 
  Type: Wondrous Item (magic); Caster Level:
  7th; Purchase DC: 35; Weight: 1lb.
  Jewelry Box of Dancing
  This simple jewelry box contains a small plas-
  tic ballerina that slowly spins to music when
  the box is open. If anyone other than the
  owner opens the box they must immediately
  make a Will save (DC 15). Failure means that
  the jewelry box has enchanted them. An
  enchanted creature can do nothing more
  than spin about in place like the ballerina for
  as long as the music plays (1d10+5 minutes).
  Another creature can aid the enchanted crea-
  ture by giving them a good hard slap or shove
  (which breaks the spell) or by simply closing
  the box.  
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: 1lb.
  Jewelry Box of Masking
  This jewelry box masks the appearance of
  valuables placed within. Items inside the box
  are blanketed by a powerful illusion that
  makes them appear as nothing more than
  plastic trinkets and very cheep costume jew-
  elry. Only by removing the items from the box
  can their true value be perceived. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: 1lb.
  Letter Opener
  This 8' letter opener resembles a miniature
  longsword. The user can open and close
  envelopes without leaving any evidence of
  tampering. Simply touching this letter opener
  to a sealed envelope will cause it to spring
  open as though it was never sealed.
  Touching it once again to the envelope will
  cause it to reseal. The letter opener can also
  be willed to grow into a full size longsword
  and back again. This action is identical to
  drawing a weapon.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 30; Weight: -
  
  Lucky Game Dice 
  (six-sided)
  The player who controls the owner of this
  seemingly normal six-sided roleplaying die
  can use it to re-roll one unfavorable six-sided
  die roll once each 'in game' day. The less
  favorable die roll is discarded. The owner of a
  lucky die must carry it on their person in order
  to benefit from its ability.  
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: -
  Lucky Game Dice 
  (eight-sided)
  The player who controls the owner of this
  seemingly normal eight-sided roleplaying die
  can use it to re-roll one unfavorable eight-
  sided die roll once each 'in game' day. The
  less favorable die roll is discarded. The
  owner of a lucky die must carry it on their per-
  son in order to benefit from its ability.  
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 32; Weight: -
  Lucky Game Dice 
  (ten-sided)
  The player who controls the owner of this
  seemingly normal ten-sided roleplaying die
  can use it to re-roll one unfavorable ten-sided
  die roll once each 'in game' day. The less
  favorable die roll is discarded. The owner of a
  lucky die must carry it on their person in order
  to benefit from its ability. 
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 32; Weight: -
  Lucky Game Dice 
  (twenty-sided)
  The player who controls the owner of this
  seemingly normal twenty-sided roleplaying
  die can use it to re-roll one unfavorable twen-
  ty-sided die roll once each 'in game' day. The
  less favorable die roll is discarded. The
  owner of a lucky die must carry it on their per-
  son in order to benefit from its ability.  
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 32; Weight: -
  Mage-light Light Bulb 
  (daze)
  A once struggling security company made a
  name for itself by supplying the modern mage
  with some means of protection. One of their
  more successful lines of magic security is the
  mage-light light bulb. A mage-light can be
  screwed into any normal lamp socket. The
  owner of this bulb can will it, as a free action,
  to emit a blinding flash of light. All creatures
  within the room, save the owner, are affected
  as though targeted by a daze spell. The
  bulb's ability will only function a total of three
  times per day and will only work while the
  lamp is turned on.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: -
  Mage-light Light Bulb 
  (detect magic aura)
  A once struggling security company made a
  name for itself by supplying the modern mage
  with some means of protection. One of their
  more successful lines of magic security is the
  mage-light light bulb. A mage-light can be
  
  screwed into any normal lamp socket.
  Anything magical in nature or under the
  effects of a spell that enters a room lit by this
  bulb will glow with a bright blue aura.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 34; Weight: -
  Mage-light Light Bulb 
  (searing light)
  A once struggling security company made a
  name for itself by supplying the modern mage
  with some means of protection. One of their
  more successful lines of magic security is the
  mage-light light bulb. A mage-light can be
  screwed into any normal lamp socket. The
  owner of this bulb can will it, as a free action,
  to emit a blinding flash of light. All creatures
  within the room, save the owner, are affected
  as though targeted by a searing light spell.
  The bulb's ability will only function a total of
  three times per day and will only work while
  the lamp is turned on.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: -
  Mage-light Light Bulb 
  (see invisibility)
  A once struggling security company made a
  name for itself by supplying the modern mage
  with some means of protection. One of their
  more successful lines of magic security is the
  mage-light light bulb. A mage-light can be
  screwed into any normal lamp socket.
  Anything invisible that enters this room will be
  completely visible for as long as the bulb is lit.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 34; Weight: -
  Magic Aquarium
  This rectangular glass aquarium measures
  34" wide x 12" across and is 18" deep. It
  appears to contain a variety of fresh water
  fish along with plants, sunken bits of a minia-
  ture shipwreck and a bubbling treasure chest.
  It isn't until the lid of the aquarium is lifted that
  its true nature is discovered. The interior of
  the aquarium when viewed from above is
  empty, giving the owner ample storage space
  for objects they wish to hide from prying
  eyes. The aquarium's illusionary fish dart
  about the tank and will even react to actions
  such as tapping on the glass. The aquarium
  comes complete with a working light in its lid,
  a buzzing pump, and gurgling filter. 
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: 40lb.
  Magic CD Case
  This standard plastic jeweled CD case con-
  tains space to hold two CDs. The owner of
  this CD case can make a copy of any CD by
  simply placing a recorded CD in one part of
  the case and a blank recordable CD in the
  other. The act of shutting the case activates
  the copy process. The case will magically
  seal and remain shut for 1 full minute after
  which the case will pop open and the CD and
  copy can be retrieved. 
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Mana Monsters Summon Card
  (common)
  This is a card from a popular collectible card
  game that somehow became imbued with
  mystic powers. The act of tearing this card in
  half triggers a summon spell held within. The
  
  spell functions as a summon monster I, sum-
  mon nature's ally I, or a summon vivalor I
  spell (GM's discretion).
  Type: Wondrous Item (magic); Caster Level:
  2nd; Purchase DC: 27; Weight: -.
  Mana Monsters Summon Card 
  (rare)
  This is a card from a popular collectible card
  game that somehow became imbued with
  mystic powers. The act of tearing this card in
  half triggers a summon spell held within. The
  spell functions as a summon monster III,
  summon nature's ally III, or a summon vival-
  or III spell (GM's discretion).
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 31; Weight: -.
  Mana Monsters Summon Card 
  (ultra rare)
  This is a card from a popular collectible card
  game that somehow became imbued with
  mystic powers. The act of tearing this card in
  half triggers a summon spell held within. The
  spell functions as a summon monster IV,
  summon nature's ally IV, or a summon vival-
  or IV spell (GM's discretion).
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 33; Weight: -.
  Mana Monsters Summon Card 
  (uncommon)
  This is a card from a popular collectible card
  game that somehow became imbued with
  mystic powers. The act of tearing this card in
  half triggers a summon spell held within. The
  spell functions as a summon monster II, sum-
  mon nature's ally II, or a summon vivalor II
  spell (GM's discretion).
  Type: Wondrous Item (magic); Caster Level:
  4th; Purchase DC: 29; Weight: -.
  Message Pen
  This unassuming pen was created by a
  secretive mage as a means of passing mes-
  sages to his allies. The user simply writes
  their intended message with the pen in the
  normal fashion. The pen stores the move-
  ments made while the message is being writ-
  ten. The next time the pen is touched to a
  sheet of paper it will 'replay' its recorded
  movements, causing the creature holding the
  pen to re-write the message. During this re-
  write the user loses control of their hand. The
  result is an effect similar to that experienced
  during the paranormal phenomenon known
  as automatic writing and could take up to 30
  minutes to play out (depending upon the
  length and content of the recorded message).
  The message length is limited to what can be
  contained on a standard size sheet of paper.
  It may contain text, images, or a mix of both.
  The owner may set a triggering condition
  upon the pen (such as 'start re-write when
  picked-up for the third time' or 'only re-write
  message for Suzann Browne'). The creature
  that triggers the re-write can attempt to
  release the pen by making a successful Will
  save (DC 13).
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Plastic Army Men 
  (mine sweeper)
  One of the pieces of a large set of little green
  plastic army men that were inadvertently
  
  exposed to a burst of mystical energy, this
  mine sweeper grants its owner a special abil-
  ity. The owner gains a +1 bonus to their dis-
  able device skill checks. The army man must
  be within on foot of its owner to bestow its
  bonus so it is best carried in a pocket or
  purse.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Plastic Army Men 
  (rifleman)
  One of the pieces of a large set of little green
  plastic army men that were inadvertently
  exposed to a burst of mystical energy, this
  rifleman grants its owner a special ability. The
  owner gains a +1 bonus to their damage roll
  when using a weapon with a ranged attack.
  The army man must be within on foot of its
  owner to bestow its bonus so it is best carried
  in a pocket or purse.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Plastic Army Men 
  (sniper)
  One of the pieces of a large set of little green
  plastic army men that were inadvertently
  exposed to a burst of mystical energy, this
  sniper grants its owner a special ability. The
  owner gains a +1 bonus to their attack roll
  when using a weapon with a ranged attack.
  The army man must be within on foot of its
  owner to bestow its bonus so it is best carried
  in a pocket or purse.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Plastic Army Men 
  (spotter)
  One of the pieces of a large set of little green
  plastic army men that were inadvertently
  exposed to a burst of mystical energy, this
  spotter grants its owner a special ability. The
  owner gains a +1 bonus to their spot skill
  checks. The army man must be within on foot
  of its owner to bestow its bonus so it is best
  carried in a pocket or purse.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Plastic Army Tank
  One of the pieces of a large set of little green
  plastic army men that were inadvertently
  exposed to a burst of mystical energy, this
  army tank grants its owner a special ability.
  When placed within a vehicle the tank grants
  a +1 bonus to the vehicle's defense and hard-
  ness. The vehicle's hit points are also
  increased by 5 points. 
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Poison Bookmark
  The user of this bookmark may place it inside
  the book of their choice. Anyone who handles
  the book other than the user must make a
  successful Fortitude save (DC18) or else be
  exposed to the poison belladonna (see page
  54 of the d20 Modern Core Rulebook). A poi-
  son bookmark goes through a period of
  attuning itself to its owner before it can func-
  tion properly. This period requires 3 hours
  during which time the owner must remain in
  continuous physical contact with the book-
  mark.  
  
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Poster 
  (angel)
  When hung upon a wall this poster of a
  winged warrior angel generates an aura of
  fear. Any creature of evil allegiance that
  comes within 20 feet of the poster must make
  a Will save (DC14) or become affected as
  though targeted by a fear spell cast at 8th
  level.
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 1lb.
  Poster 
  (demon)
  When hung upon a wall this poster of a sav-
  age demonic warrior generates an aura of
  fear. Any creature of good allegiance that
  comes within 20 feet of the poster must make
  a Will save (DC14) or become affected as
  though targeted by a fear spell cast at 8th
  level.
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 1lb.
  Psychic Bookmark
  The user of this bookmark can place it within
  the book of their choice. The owner gains the
  ability to mentally access information upon
  the pages the bookmark touches from wher-
  ever they are. A psychic bookmark goes
  through a period of attuning itself to its owner
  before it can function properly. This period
  requires 3 hours during which time the owner
  must remain in continuous physical contact
  with the bookmark.  
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 31; Weight: -
  Sonic Blast Whoopee Cushion
  This seemingly harmless whoopee cushion
  contains a powerful sonic attack. When inad-
  vertently (or purposely) sat upon the cush-
  ion's um… sound is dramatically amplified.
  All creatures and objects within a 25 foot
  radius of the cushion are treated as though
  targeted by a shout spell. This spell functions
  as though it were cast at 8th level. The cush-
  ion's magic can only be used once each day.
  Additional daily uses result in standard
  whoopee cushion results.    
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 35; Weight: -
  Ultimate Joy Buzzer
  Appearing as a simple toy joy buzzer this
  device grants its user a couple of shocking
  abilities. When worn it can be willed to create
  a visible aura of electricity around the hand it
  is upon. A successful touch attack against a
  target will deal 1 point of electricity damage.
  A grappled target will take an additional 1
  point of electricity damage each round. A crit-
  ical hit made upon a target during unarmed
  combat results in an additional 1d4 points in
  electricity damage. Once per day the user
  can also will the joy buzzer to discharge it's
  electricity. This discharge functions as a light-
  ning bolt spell cast at 6th level. After this dis-
  charge the joy buzzer will cease to function
  for 24 hours while it rebuilds it's charge. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 34; Weight: -
  
  Universal Gift Card
  The owner of a universal gift card can use it
  to gain a one-time bonus to their wealth
  check. When used the card will lower a
  wealth check by 3d4 points. The card can
  only be used in establishments that offer gift
  cards. Upon entering such an establishment
  the universal gift card automatically trans-
  forms into an exact duplicate of the card
  offered by that business. The card's wealth
  bonus can only be used once since it must be
  handed over to the business during the trans-
  action. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 31; Weight: -
  Un-welcome Mat
  Placing this doormat upon the ground trig-
  gers a circle of fear. This circle expands in a
  radius of 10 feet around the mat. Any crea-
  ture that enters this area must make a Will
  save (DC14) or become affected as though
  targeted by a fear spell cast at 8th level. Any
  unaffected creature may dispel the circle by
  simply picking up the mat. The creature or
  creatures touching the mat when it was first
  placed upon the ground gain a +5 bonus
  when saving against the mat's effects.
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 3lb.
  Watchdog's Collar
  The owner of this collar can use it up to 3
  times per day to cast the spell phantom
  watchdog. The user simply draws the collar
  out from their pocket or purse and tosses it
  before them to activate the spell. The collar
  will animate as though fastened around the
  neck of the dog. The watchdog's abilities are
  identical to the spell save for the fact that it
  loses most of its invisibility bonuses due to
  the visibility of the collar. Melee and ranged
  attacks made against it suffer a 30% miss
  chance. The watchdog gains only a +1 to its
  attack rolls and a +10 to its hide checks (+5 if
  moving). The spell functions as though cast
  at 9th level. The collar will fall to the ground
  once the spell has expired. 
  Type: Wondrous Item (magic); Caster Level:
  9th; Purchase DC: 36; Weight: 1lb.
  Wind Chimes of Warning
  Used as a magic alarm system, wind chimes
  of warning function best when hung just out-
  side the door or window of a dwelling. Unlike
  normal wind chimes they remain silent in
  even gale force winds. Instead the owner
  sets the condition that must occur for them to
  ring during the act of hanging them. This con-
  dition can be general (such as 'chime when
  any creature comes within 20 feet of the front
  door') to specific (such as 'chime when an
  acolyte of the Cult of Sorrow attempts to use
  a knock spell on the window by the rose-
  bush'). The chime must have 'line of sight' to
  the object it is supposed to be guarding for it
  to function. Its 'vision' has a range of 30 feet.
  When triggered the chimes will tinkle softy as
  though stirred by a small wind despite current
  weather conditions. Though soft this tinkling
  is surprisingly audible. The sound will be
  heard by all creatures inside the protected
  dwelling regardless of the level of noise with-
  in.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 34; Weight: 2lb.
  Wizard's Gum 
  (blur)
  
  Sold only at select and secret stores through-
  out the world, wizard's gum has become a
  popular item among modern day adventur-
  ers. In addition to a pleasant fruity taste each
  stick of wizard's gum holds a spell, triggered
  by the act of chewing. The chewer of this
  gum is protected as though they were the tar-
  get of a blur spell (as described in the d20
  Modern, Core Rulebook). This spell lasts for
  10 minutes after which the effect vanishes
  and the gum becomes flat and tasteless.
  Each pack of wizard's gum contains 7 sticks
  of gum.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 32; Weight: -
  Wizard's Gum
  (displacement)
  Sold only at select and secret stores through-
  out the world, wizard's gum has become a
  popular item among modern day adventur-
  ers. In addition to a pleasant fruity taste each
  stick of wizard's gum holds a spell, triggered
  by the act of chewing. The chewer of this
  gum is protected as though they were the tar-
  get of a displacement spell (as described in
  the d20 Modern, Core Rulebook). This spell
  lasts for 10 minutes after which the effect
  vanishes and the gum becomes flat and
  tasteless. Each pack of wizard's gum con-
  tains 7 sticks of gum.
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 32; Weight: -
  Wizard's Gum 
  (haste)
  Sold only at select and secret stores through-
  out the world, wizard's gum has become a
  popular item among modern day adventur-
  ers. In addition to a pleasant fruity taste each
  stick of wizard's gum holds a spell, triggered
  by the act of chewing. The chewer of this
  gum is affected as though they were the tar-
  get of a haste spell (as described in the d20
  Modern, Core Rulebook). This spell lasts for
  10 minutes after which the effect vanishes
  and the gum becomes flat and tasteless.
  Each pack of wizard's gum contains 7 sticks
  of gum. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 32; Weight: -
  Wizard's Gum 
  (protection from arrows / bul-
  lets)
  Sold only at select and secret stores through-
  out the world, wizard's gum has become a
  popular item among modern day adventur-
  ers. In addition to a pleasant fruity taste each
  stick of wizard's gum holds a spell, triggered
  by the act of chewing. The chewer of this
  gum is protected as though they were the tar-
  get of a protection from arrows / bullets spell
  (as described in the d20 Modern, Core
  Rulebook). This spell lasts for 10 minutes
  after which the effect vanishes and the gum
  becomes flat and tasteless. Each pack of wiz-
  ard's gum contains 7 sticks of gum. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 32; Weight: -
  
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
  Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)”Derivative Material” means copyrighted material including
  derivative works and translations (including into other computer
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, 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 display, transmit or otherwise distribute;
  (d)”Open Game Content” means the game mechanic and includes
  the methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is an
  enhancement over the prior art 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 under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and prod-
  uct line names, logos and identifying marks including trade dress;
  artifacts; creatures characters; stories, storylines, plots, thematic
  elements, dialogue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats, poses, concepts, themes
  and graphic, photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells, enchantments,
  personalities, teams, personas, likenesses and special abilities;
  places, locations, environments, creatures, equipment, magical or
  supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly
  identified as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open Game
  Content; (f) “Trademark” means the logos, names, mark, sign,
  motto, designs that are used by a Contributor to identify itself or
  its products or the associated products contributed to the Open
  Game License by the Contributor (g) “Use”, “Used” or “Using”
  means to use, Distribute, copy, edit, format, modify, translate and
  otherwise create Derivative Material of Open Game Content. (h)
  “You” or “Your” means the licensee in terms of this agreement.
  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 License. You must
  affix such a notice to any Open Game Content that you Use. No
  terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may
  be applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contribut-
  ing original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have
  sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPY-
  RIGHT NOTICE portion of this 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 date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you
  Distribute.
  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 Agreement with the
  owner of each element of that Product Identity. You agree not to
  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 Trademark. The use of any Product Identity in Open
  Game Content does not constitute 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 Product Identity.
  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are distribut-
  ing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may
  publish updated versions of this License. You may use any
  authorized version of this License to copy, modify and distribute
  any Open Game Content originally distributed under any version
  of this License.
  10 Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise
  the Open Game Content using the name of any Contributor
  unless You have written permission from the Contributor to do
  so.
  12 Inability to Comply: If it is impossible for You to comply with
  any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmen-
  tal regulation then You may not Use any Open Game Material so
  affected.
  13 Termination: This License will terminate automatically if You
  fail to comply with all terms herein and fail to cure such breach
  within 30 days of becoming aware of the breach. All sublicenses
  shall survive the termination of this License.
  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.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
  Inc.
  ~ THE OPEN GAME LICENSE ~
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Creative Edge Games/D20 Modern - Creative Edge Games - Buck A Batch Modern Magic Items II.pdf