While I agree with previous posts that the spell descriptions in this document should not have been split into two places (some of them appear in the Military Magic chapter), the overall content is exactly the high-quality work I have come to expect from The Game Mechanics.
All of the spells and equipment described in Modern Magic have a distinctly modern feel (hence the title), and while some spells are quite original (check out Save to Disk, in which you can temporarily store a creature or object on a blank CD-ROM), others harken back to "old school" Dungeons and Dragons spells such as Fingernailgun, which is very much like Magic Missile.
Also offered are a number of new advanced classes, feats and FX items as well as a new take on the Incantation type of spellcasting.
Overall, Modern Magic is full of nifty ideas, though I feel it's geared more towards the GM than the Players. I'm anxious to see what TGM has in store for Volume Two.
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