Magic Items

These are supplemental magical items for the D20 Modern game by Wizards of the Coast. This page is considered Open Game Content under the Open Game License – see the bottom of the page for the description of this license.

Vehicle Items | Personal Items

Vehicle Items

In-Line Skates, Skateboards, Skis, and Snowboards

There are a number of properties which can be applied to all of these kinds of personal vehicles. For conveniance, the examples below will all refer to in-line skates.

Speed

Let's get the obvious out of the way. The skates (or whatever) enchanted with this property can move up to double the normal speeds he could manage on mundane versions of the same. There is no loss of control implicit in this greater speed. Type: Wondrous Item (magic), Caster Level: 5th, Purchase DC: 33, Weight: varies per item.

Tricky

Skates with this property assist the wearer in doing difficult manuevers while remaining balanced. They give a +10 bonus to Balance checks which are provoked by complex manuevers on the skates. Advanced Tricky skates give the above bonus, and always allow the wearer to take 10 on such skates, even when he would normally not be able to. Type: Wondrous Item (magic), Caster Level: 5th (basic), 7th (advanced), Purchase DC: 33 (basic), 38 (advanced). Weight: varies per item.

Blowthrough

These skates provide a protective effect to the owner, but only a transitory one, and only while he's moving. If the owner skates through some kind of area of damage (like a fire, or a puddle of acid), he is protected from the first round's worth of damage (only). If he is still in the area of damage on the second round, or if he stops moving at any point in the time in the area of damage, he takes full damage from that point on. In addition, these skates provide a +4 Deflection bonus to Defense from Attacks of Opportunity provoked by moving through threatened areas (only). Type: Wondrous Item (magic), Caster Level: 4th, Purchase DC: 31. Weight: varies per item.

Personal Items

Wondrous Items | Weapons

Wondrous Items

Blue Canary Night-Light

This magical item plugs into a wall-outlet, and must be plugged in to work. In addition, it only works when the environment is dark enough that humans would ordinarily receive miss chances due to darkness. The night-light fills standard night-light functions, bringing the environment within 15 feet of it to the range of "just bright enough that humans won't have miss chances." Further, it has protective magical abilities.

First of all, the night-light will automatically surpress magical darkness effects within 15 feet of it.

Secondly, if there is anyone within 30 feet of the night-light (during conditions dark enough for its magic to function) who has not been invited into the building the night-light resides in by one of the residents, all residents and invited guests in the building will immediately feel a powerful disquiet which will automatically wake them from mundane sleep (but not unconsciousness that is chemically induced, unconsciousness stemming from blunt trauma or hit point loss, or sleep which is magically enforced (as opposed to merely magically induced)).

Public buildings are considered to automatically invite everyone in, and thus this second function of the night-light never triggers if the GM considers the building "public." Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 34; Weight: --.

Business Cards of Instant Contact

These enchanted business cards must be custom made for a particular individual. They come in lots of 50, and can look like any kind of usual business card designs. Each card has a one-use enchantment, allowing the holder of the card to easily contact the person whose name is on the card. This power is used by touching the card and using a command word (which may or may not be printed on the card), and can manifest in four different ways:

  1. If you say the command word and then call the telephone number on the card, you will be connected to the phone which is most conveniant for the owner of the card to easily pick up -- be that his cell phone, land line, a pay phone near him, someone else's cell phone, etc. This will allow the owner of the card to get a cell phone call even if he's outside of normal coverage. However, it does not guarantee that he actually picks up the phone, nor does it create a phone near him.
  2. If you say the command word and then send an email to the email address listed on the card, your email message will appear on the next video monitor that the owner of the card looks at -- whether it's his computer, his PDA, a television screen, or even an ATM screen.
  3. If you say the command word and then enclose the business card in a letter, that letter will reach the owner of the card the next time he picks up any batch of mail. However, the letter must be standard size and weight. No postage is required.
  4. If you say the command word, write a message on the back of the card, and then discard the card, the owner of the card will find the card on his person 1d6 + 2 days later, with your message on it.

Type: Wondrous Item (magic); Caster Level: 7th; Purchase DC: 28 (for 50 cards); Weight: --

CD of Belligerent Excitement

This CD plays loud, energetic music which tends to cause listeners to crave some kind of physical activity. Listeners get a +4 Enhancement bonus to Dexterity and Constitution starting one minute after they begin to listen to the CD, and continuing for the period in which they listen to it. However, anyone who receives such a bonus loses the bonus and becomes fatiuged when they stop listening to the music, or after thirty minutes, whichever comes first.

The CD's effect applies to anyone who can clearly hear the CD for one uninterrupted minute. The fatiuge after-effect is mundane, and lasts until the character would normally become un-fatiuged. Type: Wondrous Item (magic); Caster Level: 5th; Purchase DC: 26; Weight: --.

CD of Peace

This CD plays white noise and/or gentle, relaxing background sounds (like whale songs or jungle noises or whatever). Anyone listening to the CD suffers a -2 to attack rolls, but the CD provides a +6 bonus to saving throws or armor class against any kind of attacks which are sound-based — from a banshee's wail to a sonic spell.

The CD's effect applies to anyone who can clearly hear the CD. Type: Wondrous Item (magic); Caster Level: 4th; Purchase DC: 24; Weight: --.

Cigars of Discrete Discussion

These fine cigars with a distinctive double-D trademark on them are sold in boxes of ten. When lit, they allow the holder of the cigar to engage in conversation without fear of being overheard. Anything said by someone holding a lit cigar (you don't need to actually smoke it, though you certainly can) will be heard only by those the holder is speaking to – to everyone else, his words will be absolutely inaudible. In addition, anyone trying to read the speaker's lips will find that they have a -5 penalty to doing so, as the smoke from the cigar tends to obscure the speaker's mouth. Finally, a recording device counts as a seperate listener for the purposes of intent – if the speaker is intending to be recorded, he can be, but a secret recording is impossible.

Note that use of the cigars does not aid the speaker in making an identification of the person to whom he is speaking – if Roger is smoking a Cigar of Discrete Discussion and speaking to Peter, who is magically disguised as Andrea, Peter is still the intended listener of the conversation, even though Roger thinks that his intended listener is Andrea. Also, note that the cigar's effects only apply to the person currently holding it!

Each cigar remains burning for 30 minutes, after which it is consumed and it magical effects vanish. Type: Wondrous Item (magic); Caster Level: 4th; Purchase DC: 24 (box of ten cigars); Weight: .5 lb (box of ten cigars)

Combat Soundtrack CD

This CD plays a martial-sounding song (several different recordings exist in various musical genres) that, if the user is activley involved in combat, subtly changes to match the rhythm of the listener's opponent. If the listener trusts himself to match the beat of the song, he gets a +1 to +3 (depending on the power of the CD) bonus to attack rolls and Defense against one designated opponent. The listener can change the opponent designation as a free action on his turn, once per round. The listener must be aware of the opponent. Note that anyone and everyone listening to the CD can potentially use its effects – the music sounds different to everyone. This means that if the PC's play the CD loudly, they can all benefit from it. But their opponents may too. Each round, a character who is not aware of the magical properties of the CD is allowed a Wisdom check, DC 15, to realize that the beat is matching their opponent's actions. If they succeed, they may immediately begin to use the CD's bonus. (Warning: This is a very powerful item!) Type: Wondrous Item (Magic); Caster Level: +1 CD - 10th, +2 CD - 15th, +3 CD - 20th; Purchase DC: +1 CD - 40; +2 CD - 50; +3 CD - 70; Weight:--.

Contact Lenses of Hypnosis

These contact lenses appear to be the large, novelty types when they are first seen. However, once they're put in the eyes, they become an ever-shifting, subtle pattern. The wearer of theses contacts gets a gaze attack with a 15' range. Anyone who meets his gaze must make a Will Save, DC 15, or become entranced, unable to do anything but stare blankly at the wearer's eyes. This is a mind-affecting attack. The effect lasts only as long as the wearer meets the gaze of the target, and does not blink. A Fort save, DC 8, is required every 5 rounds to avoid blinking, and the DC increases by +2 for every consecutive 5 rounds. The GM should determine what actions are possible without breaking the gaze of the target, but a coup de grace is definitely NOT possible. These contact lenses are disposable – after they're removed, or after 24 hours, they tear and become useless. They come in a batch of 10 pairs. Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 33 (for a batch of 10); Weight: --.

Contact Lenses of Obscuring

It's said that the eyes are the windows to the soul. If so, these contact lenses are the shutters of the windows to the soul. While wearing these (reusable) contacts, the character is extremely difficult to "read." He gets a +5 bonus to Bluff skills, and anyone using the Sense Motive skill against him takes a -5 penalty. Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 26; Weight: --.

Earrings of Acuity

When these stylish earrings are worn (which requires appropriate piercings), the wearer receives a +2 bonus (stacks with everything) to Listen rolls. Type: Wonderous Item (magic); Caster Level: 3rd; Purchase DC: 25; Weight: --

Fishbowl of Entrapment

This powerful magical item appears to be an ordinary, very simple fishbowl. However, it is actually a bizarre prison. When the bowl is filled with water, anyone who touches the water must make a Fort Save, DC 20, or be instantly transformed into a small, ornamental goldfish that appears within the tank. The subject is transformed in mind as well as in body, being lowered to fish-like intelligence and not remembering his or her previous life.

The magical fish in the fishbowl do not need to be fed, do not age, and the bowl never needs cleaning. If the fish are removed from the bowl, they immediately revert to their original form, and remember everything that went on while they were fish (which may not be a heck of a lot). If they are killed as fish, they revert to their original form, unharmed, and with full memories. The fishbowl can hold up to four fish — when it is full, the water no longer transforms those who touch it.

The process of reverting to one's original form is somewhat unpredictable, and it is not possible to remove a fish from the water in such a way that the person will be tied up, or appear with your gun to their head, when they revert to original form. The fishbowl is not magically durable . it behaves like ordinary glass in all ways. Breaking the bowl will cause all occupants to immediately revert to their ordinary forms. Type: Wondrous Item (magic); Caster Level: 16th; Purchase DC: 48; Weight: 2lbs.

Gremlin Magnet

This small magnetic button, of the sort that you'd put on your refrigerator, bears a picture of a green-faced, grinning goblin. When it is attached to any machine that features a metal part that a magnet can stick to, that machine will cease working within 1d6 x 10 minutes, and stubbornly refuse to start working again as long as the magnet is attached. If the magnet is removed, the machine immediately begins to function again. Type: Wondrous Item (magic); Caster level: 7th; Purchase DC: 37; Weight: --.

High Heels of Running

The name is somewhat deceptive: these fashionable women's shoes do not add to the wearer's speed. However, when wearing these shoes, the character may totally ignore any hindrances to activity that these shoes and any other non-magical clothing the character wears imposes. Thus, it is possible to run at full speed in these heels, without any danger. Similarly, someone wearing these heels could high kick in a tight skirt, or swim without penalty while wearing an overcoat.

Additionally, the wearer's clothing will not suffer any damage from strenuous activity unless someone deliberately targets the clothing. Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 29; Weight: --.

Lullabye Musicbox

This magical item can look like any style of music box, from the saccharine porcelain kind to the plain wooden box. It must be fully wound to have any effect, which takes approximately thirty seconds. It does not have any mechanism for "storing" a winding – you must wind it immediately before it is to be used.

When it plays, everyone within 30 feet of it who can hear the music must make a Will save, DC 12, every round, or fall asleep as if affected by a Sleep spell. The music box has no effect on someone who can not hear it, and good ear plugs or music playing in headphones confers total immunity to its effects. The music lasts for 5 rounds. Type: Wondrous Item (magic); Caster level: 3rd; Purchase DC: 28; Weight: negligable to 1lb, depending on style.

Nail Polish of Burning Hands

This nail polish, only available in scarlet, allows the wearer to use Burning Hands, as if cast by a 3rd level caster (3d4 damage), once per application. Once used, the nail polish disappears from the fingernails. The nail polish retains its efficacy for three days after it is applied. If the magic is not used in that time, it is lost. One bottle of nail polish is enough for ten applications. Type: Wondrous Item (Magic); Caster Level: 3rd; Purchase DC: 35; Weight: --.

Nail Polish of Tracelessness

While wearing this fingernail polish, the character leaves no fingerprints. The effects last eight hours, after which the polish begins to chip and the magical effects end. Available in a variety of colors. One bottle is enough for ten applications of the fingernail polish. Type: Wondrous Item (magic); Caster Level: 3; Purchase DC: 22; Weight: --.

Searchlight

The "searchlight" is a magical flashlight – various different styles and colors exist, and it can function as an ordinary flashlight. Three times per day, it can be activated to search out a particular object or person. The holder of the flashlight must be able to visualize the desired target (ie, must have seen it before, at least as a photo – no descriptions), and must concentrate on the object. The object or person must be within 1 mile of the flashlight's present location.

When the flashlight is pointed in the direction of the concentrated-upon object, its light will grow noticeably brighter. Thus, by sweeping directions, the holder can play "hot and cold." The flashlight always shows the straight-line path towards the object – it pays no attention to intervening obstacles. If the object is moving, the flashlight will "update" its path in real-time. If the target moves more than one mile from the present location of the flashlight, or the holder stops concentrating on the target, the effect ends immediately. Type: Wondrous Item (magic); Caster Level: 6th; Purchase DC: 32; Weight: 1lb.

Silver Tongue-Ring

While wearing this tongue ring (which requires an appropriate piercing), the character is flatly immune to any magical effect which would ordinarily tell whether or not he is telling the truth, or compell him to tell the truth. Type: Wondrous Item (magic); Caster Level: 4; Purchase DC: 28; Weight: --.

Sunglasses of Facelessness

When these stylish sunglasses are worn, the wearer's identifying features become very difficult to remember. People who see the wearer must make a Will Save, DC 20, to remember more identifying features about the wearer other than gender, race, and species. This is a mind-affecting magical effect. It does not function on people who already know the wearer well enough to identify him before he puts on the glasses. Note that the wearer's actions are not unmemorable, just his identifying features. Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 25; Weight: --

Tongue Bolt of Mimicry

A character wearing this tongue bolt (requires an appropriate piercing) may alter his voice to sound exactly like any other individual that the character has heard. This effect will create appropriate accents, but does not confer the ability to speak another language, nor expand a character's vocabulary in any way. Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 31; Weight: --.

Tongue Bolt of the Serpent

While wearing this tongue bolt (which requires an appropriate piercing), the character receives a +5 bonus to Fort saves against poisons. This includes poisons which are administered non-orally. Type: Wondrous Item (magic); Caster Level: 4; Purchase DC: 30; Weight: --.

Urban Jungle Flower Pot

These planting pots range in size from approximately four inches in diameter to over two feet. Plants potted in them do not require fertilizing or watering, and the pot can support a plant which would ordinarily need a much larger amount of soil to thrive — it is perfectly possible to plant a tree in one of the smaller pots. The only limiting factor on the size of the plant(s) growing in the pot is the diameter of the top of the pot. Obviously, you couldn't have a tree with a 12" diameter trunk growing out of a 6" diameter pot. These pots are much sought after by dryads or the like. Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 27; Weight: 1-3lbs.

Voice Recorder of Spell Storing

This is a handheld voice recorder (both digital and analog versions exist) which is capable of storing up to eight levels of spells that have only verbal components. If a spell has any somatic, material, or focus components, it may not be stored in the voice recorder. However, if a caster has the Still Spell and/or Eschew Materials metamagic feats, he may store appropriately metamagiced versions of the spell in the recorder. For example, Magic Missile has V, S components. A caster with Still Spell could store a Stilled Magic Missile in the recorder, but it would count as a level 2 spell, not level 1. Spells stored in the voice recorder count as cast for that day. Type: Wondrous Item (Magic); Caster Level: Varies (minimum necessary to cast each spell); Purchase DC: 40; Weight: .5 lb.

Welcome Mat of Warning

This magical item is one of those tough, outdoor style foot-wiping rugs, with a cheerful "Welcome" written on its top. When it is placed outside a door, anyone touching the door from the opposite side can get a clear, 360 degree view of anyone standing upon it. Type: Wondrous Item (magic); Caster Level: 3rd; Purchase DC: 26; Weight: 4 lbs.

Weapons

Dirty Harry's .44

This magical weapon appears to an ordinary .44 revolver. After the normal six shots in its cylinder have been fired, the user may attempt to fire it again. If he does so, there is a flat 50% chance that a new bullet will be created by the magic of the gun, and the gun will fire normally. The user can continue to fire the gun "on empty" until he fails the 50% roll and the gun clicks dry, at which point it must be manually reloaded. The weapon also has an enhancement bonus to hit and damage. Type: Weapon (magic); Caster Level: 10th; Purchase DC: 30 (+1), 35 (+2), 40 (+3); Weight: 3 lbs.

Maglite of the Sith

This magical flashlight appears to be a maglite or knock-off brand – the medium-sized kind that's about eight inches long and not very high diameter, and which tend to come in a variety of rainbow colors. It can function as an ordinary flashlight.

If the flashlight is turned on while a command word is said (which is a standard action), instead of a beam of light, the flashlight creates a "blade" of coherent energy which damages living things (only). Treat the weapon as an ordinary longsword (no bonus to hit or damage), but Defense bonuses based on armor and enhancement bonuses do not apply to it. The "blade" can not harm objects, constructs, or the undead.

Yes, it's a Star Wars rip-off. What, you think that there aren't spellcasters in D20 Modern who have seen the trilogy 20 times? Type: Weapon (magic); Caster Level: 12; Purchase DC: 37; Weight: 1lb.

Switchsword

Folded, this magical item appears to be a classic "switchblade," a knife with a six inch handle and a button which causes it to instantly unfold. However, when the button is pressed, the blade which comes out ends up being approximately three feet long. The resulting weapon is treated as a rapier. Unfolding the blade is a free action if the folded knife is in-hand. The weapon also has an enhancement bonus to hit and damage. Type: Weapon (magic); Caster Level: 10th; Purchase DC: 26 (+1), 31 (+2), 36 (+3); Weight: .5 lbs.

If you have any questions about this material or using it, you may email the author at rpg@apparentlynot.com. Below here is the Open Game License

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
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