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Modern Magic, Volume One

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Average Rating:4.7 / 5
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Modern Magic, Volume One
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Joseph B. [Verified Purchaser]
Date Added: 07/22/2004 00:00:00

My favorite part of this PDF was the Ritualist advanced class and the new rules for lesser incantations. Great stuff if you want to include modern day witches or Wicca in your d20 Modern game.

The new spells are a nice addition if you are running an Urban Arcana campaign.

I wasn't so big on the military magic section, but if this sort of thing is your cup of tea, you'll definitely enjoy it.

All in all, another solid offering from The Game Mechanics.



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Charles E. [Verified Purchaser]
Date Added: 06/07/2004 00:00:00

As usual, the Game Mechanics do a good job at presenting solid material for d20 Modern. I especially enjoy the rules for lesser incantations and use it extensively in a low-magic setting I DM.



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Curtis O. [Verified Purchaser]
Date Added: 05/12/2004 00:00:00

Great magic addition to d20 Modern. Fun and useful spell descriptions and good art. Another high quality Game Mechanics product.



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Robert O. [Verified Purchaser]
Date Added: 05/04/2004 00:00:00

Wonderful product that integrates flawlessly. I consider "The Game Mechanics, Inc." D20 Modern products to be pretty much official supplements. Modern Magic Vol 1, and the Player's Companion Volumes I & II are definitely worth buying. The authors are intimately familiar with the D20 Modern system, having been part of the team that worked on it!



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Chris J. [Verified Purchaser]
Date Added: 03/11/2004 00:00:00

Like most of the Games Mechanics products, this supplement is largely about Crunch.

But it's very good Crunch.

There are four main chapters. Chapter One is a selection of new spells that could slot right in to an existing game. (The mechanics get a Laugh Point from me for the "Cellular Hand" and "Hand Gun" spells, which work just as you'd expect them to) Chapter Two is a variant magic system for lower-key, ritual magic. This lets D20 Modern break out from the "D&D with guns" pit and into the territory of more "realistic" occultism.

Chapter Three is an interesting look at how the military would adapt to different levels of magic in a campaign world, ranging from "rare and restricted" magic (with the occasional Special Forces Spellcaster) to "common as dirt" (with the fighter-mage style "Combat Grunt"). Chapter Four is a selection of FX focussed equipment.

If you use magic in your campaign and want to expand it, or would like to run a grittier type of magic than default D20M, then this is an absolute must-buy.



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Dale H. [Verified Purchaser]
Date Added: 03/03/2004 00:00:00

I alternated between laughing at the creative ideas in this book, and plotting completely evil ways to use them with/against my players. Great supplement!



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by John M. [Verified Purchaser]
Date Added: 02/10/2004 00:00:00

This product, along with all of the Game Mechanics' other supplements, is a valuable resource for any modern game that uses Magic. They describe three different levels of magic saturation and have a host of ideas for seamlessly incorporating it into game play. The artwork is excellent, and the new spells and items are a welcome addition to the skimpy lists in the core books. I'm looking forward to Volume Two.



Rating:
[5 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Eric S. [Verified Purchaser]
Date Added: 02/05/2004 00:00:00

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.



Rating:
[4 of 5 Stars!]
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Modern Magic, Volume One
Publisher: The Game Mechanics
by Charles B. [Verified Purchaser]
Date Added: 01/30/2004 00:00:00

Mostly full of crunchy goodness, I have only a very few complaints. Certain spells and equipment are listed in one place, then referenced to another, for the descriptions, such as the spells, and equipment for military applications. It's a bit jarring to have all the descriptions for spells, except a few that reference you to another section. And the same for Equipment.

As for actual content, however, with very few exceptions this product is full of good, useful information.

The only reason this doesn't get 5 stars from me is the layout situation.



Rating:
[4 of 5 Stars!]
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