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Published by goroiamanuci, 2023-03-19 10:09:29

Aj's 5e d20 Modern - Spells _ GM Binder

Aj's 5e d20 Modern - Spells _ GM Binder

MODERN SPELLS


M O D E R N S P E L L S O p tio n a l s p e l l s f o r m o d e r n c a m p aign s. NEW SPELLS CANTRIPS On/Off Arcane Graffiti Glitch Psychic Paper 1ST LEVEL Infallible Relay Remote Access Dataread Technomancy Recharge 2ND LEVEL Arcane Hacking Digital Phantom Find Vehicle Degauss Relay Text 3RD LEVEL Haywire Invisibility to Cameras Protection from Ballistics Burglar's Buddy Discharge Synchronicity 4 TH L EVEL Conjure Knowbot Synchronicity System Backdoor AntiTech Magic Circle 5 TH LEVEL Commune with City Shutdown Instant Connectivity ARCANE GRAFFITI Conjuration Cantrip Components: V, S Casting Time: 1 Action Range: 5 ft. T his s p e l l a l l o w s y o u t o in s c rib e y o u r p e r s o n a l r u n e o r a s h o r t m e s s age , w hic h c a n b e n o l a rge r t h a n 2 f e e t t a l l a n d c o n sis t o f n o m o r e t h a n six w o r d s , o n a n o n living c r e a t u r e o r o b j e c t. T h e w riting c a n b e visib l e o r in visib l e. A n a r c a n e gr a f fi ti s p e l l e n a b l e s y o u t o e t c h t h e w o r d s u p o n a n y s u b s t a n c e e v e n s t o n e o r m e t a l wit h o u t h a r ming t h e m a t e ria l u p o n w hic h t h e m a r k is p l a c e d. I f in visib l e gr a f fi ti is m a d e , t h e c a s ting o f a n y s p e l l o r u s e o f a n y s p e l l - lik e a bilit y wit hin 3 0 f e e t c a u s e s t h e w o r d s t o b e c o m e visib l e f o r 5 r o u n d s. T h e m a r k c a n n o t b e dis p e l l e d , b u t it can be removed by the caster or with a clean spell. A R C 2 n d l e C a s R a C o m D u r a t Y o u g t o o l s u sin g l e v e l o f w a again At 3rd le secur than ANT 4th-l Cas RaCom which DuYou cente range with t Wh cylind telep savinRo rolls a Tar posse Wh opera fromAt 5th le slot le BUR 3rd-l Cas RaCom Du


C O M M U N E WIT H CITY 5 t h l e v e l divin a tio n rit u a l C a s ting Tim e: 1 min u t e R a nge: S e l f C o m p o n e n t s: V , S D u r a tio n: I n s t a n t a n e o u s Y o u b rie fl y b e c o m e o n e wit h t h e cit y a n d gain k n o w l e dge o f t h e s u r r o u n ding a r e a. A b o v egr o u n d , t his s p e l l gi v e s y o u k n o w l e dge o f t h e a r e a wit hin 1 mil e o f y o u. I n s e w e r s a n d o t h e r u n d e rgr o u n d s e t tings , y o u gain k n o w l e dge o f t h e a r e a wit hin 6 0 0 f e e t o f y o u. You instantly gain k n o w l e dge o f u p t o t h r e e f a c t s o f y o u r c h oic e a b o u t a n y o f t h e f o l l o wing s u b j e c t s a s t h e y r e l a t e t o t h e a r e a:Te r r ain a n d b o die s o f w a t e r P r e v a l e n t b uil dings , p l a n t s , a nim a l s , o r intelligent creatures Powerful CR 1 or higher celestials, fey, fi e n d s , e l e m e n t a l s , o r u n d e a d I n fl u e n c e s f r o m o t h e r p l a n e s o f e xis t e n c e E l e c t ric a l c u r r e n t s , wir e l e s s sign a l s , a n d a c tiv e t r a n sit lin e s a n d t r a c k s F o r e x a m p l e , y o u c o u l d d e t e r min e t h e l o c a tio n o f p o w e r f u l u n d e a d in t h e a r e a , t h e l o c a tio n o f m aj o r s o u r c e s o f e l e c t ric a l p o w e r o r in t e r f e r e n c e , a n d t h e l o c a tio n o f a n y n e a r b y p a r k s. CONJURE KNOWBOT 4thClevel conjuration technomagic Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You touch a single computerized device or computer system t o c o n j u r e a k n o w b o t — a p a r tia l l y s e n tie n t pie c e o f s o f t w a r e imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bon u s a c tio n t o h a v e t h e k n o w b o t e x e c u t e a c o m p u t e r r e l a t e d t a s k t h a t w o u l d n o r m a l l y r e q uir e a n a c tio n. T h e k n o w b o t m a k e s I n t e l lige n c e a bilit y c h e c k s u sing y o u r a bilit y s c o r e a n d p r o fi cie n c y b o n u s e s in c l u ding y o u r p r o fi cie n c y wit h h a c kin g t o o l s , if a p p lic a b l e . You have a limite d t e l e p a t hic b o n d wit h t h e k n o w b o t , o u t t o a r a nge o f 5 0 0 f e e t f r o m t h e d e vic e o r s y s t e m w h e r e t h e k n o w b o t w a s c o n j u r e d. I f y o u m o v e b e y o n d t his r a nge , t h e k n o w b o t dis a p p e a r s in 2 d 4 r o u n d s , a s if t h e d u r a tio n o f t h e s p e l l h a d e x pir e d. M o ving wit hin r a nge again im m e dia t e l y r e e s t a b lis h e s t h e b o n d. The knowbot is boun d t o t h e s y s t e m in w hic h it w a s c r e a t e d , a n d it s t a y s t h e r e u n til it is dis mis s e d o r t h e s p e l l s d u r a tio n e x pir e s. At High e r L e v e l s. W h e n y o u c a s t t his s p e l l u sing a s p e l l s l o t o f 5 t h l e v e l , t h e s p e l l s d u r a tio n in c r e a s e s t o 1 h o u r. A d ditio n a l l y , y o u r t e l e p a t hic b o n d wit h t h e k n o w b o t is e f f e c tiv e o u t t o a r a nge o f 1 , 0 0 0 f e e t , a n d if y o u l e a v e t h e r a nge o f t h e b o n d , t h e k n o w b o t c o n tin u e s p e r f o r ming it s l a s t dir e c t e d t a s k u n til t h e s p e l l e x pir e s. D A T 1 s t - l e C a s R a C o m D u Y o u ( a b a t o u n a s it w m a c h t h e m vis u a y o u s b a r c o d a t a m e a n min u t e n c r y s e e m e n c r y n o r m s p e l l y o u r s p e l l c o n c e D E G 2 n d - l C a s R a C o m D u B y s u c h m agn r e n d e DIG 2nd le Cas RaCom Du This s comp users Intell know your in wh prese


DISCHARGE 3rd-level abjuration Casting Time: 1 action Range: 150 feet Components: V,S Duration: Instantaneous Discharge dissipates the charges from one device. If the spell targets an item with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the target is a robot or cybernetically enhanced, the creature must succeed on a Constitution saving throw or it suffers disadvantage on ability checks and attack rolls for 1 minute. An affected creature can make a new Constitution saving throw at the end of each of its turns. On a success, the effect of the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level, you double the number of technology items you affect for each spell slot level over 4th level. GLITCH Conjuration Cantrip Components: V, S Casting Time: 1 Action Range: 30 ft. Duration: 6 seconds This spell allows you to make an electronic device play up in a minor way such as to frustrate the user or disable something for a 6 second period. FIND VEHICLE 2nd level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S Duration: 8 hours You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish your choice in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear. FIND VEHICLE SPELL LEVEL TYPE LOCATION CREATURE CARRYING CAPACITY 2nd Non-military Land 2 3rd Non-military Water 4 4th Non-military Air 6 5th Any* Any* Any* *To the DM's approval. TECHNOMANCY 1st-level divination ritual Casting Time: 1 action Range: Self Components: V,S, M oil stirred with a coil of wires Duration: Concentration, up to 10 minutes For the duration, you detect the presence of technology within 30 feet of you. You can use your bonus action to see a faint aura around any visible creature or object in the area that is technology, and you learn its rough function weapon, pharmaceutical, robot, etc… Using this spell grants you advantage on your first Intelligence check made to understand how to use a technology item. This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt. HAYWIRE 3rd level enchantment technomagic Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10 foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. 1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted. 2–4: The device does not function. 5: The device experiences a power surge, causing an electric shock to the wielder if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. 6: yo th fe


INSTANT CONNECTIVITY 5th-level conjuration (technomagic) Casting Time: 1 action Range: 10 feet Components: V, S, M (a device connected to internet worth at least 100 gp) Duration: Instantaneous With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time. At least one of the creatures affected must be touching a computer with Internet connection. The targets must be sent to a specific computer that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room. You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be casted until the security is disabled. INFALLIBLE RELAY 1st level divination technomagic Casting Time: 1 minute Range: Self Components: V, S, M a mobile phone Duration: Concentration, up to 10 minutes With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spells duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. INVISIBILITY TO CAMERAS 3rd level illusion technomagic Casting Time: 1 action Range: 10 feet Components: V, S, M a scrap of black paper Duration: Concentration, up to 1 minute Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the targets person. The targets remain visible to vision. ON/OFF Transmutation cantrip technomagic Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software based shutdown sequence to activate or deactivate cannot be affected by on/off. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can 'restart' a device with a software shutdown sequence that is currently running. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being restarted. PSYCHIC PAPER Illusion cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a small card or slip of paper) Duration: Concentration, up to 1 minute You touch a small card or slip of paper appear to be a valid identification card of your choosing. 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. A creature can see through this illusion with an Intelligence check. (DC 14) PROTECTION FROM BALLISTICS 3rd level abjuration Casting Time: 1 action Range: Touch Components: V, S, M a shell casing Duration: Concentration, up to 10 minutes This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage. 5


RECHARGE 1st-level evocation Casting Time: 1 action Range: Touch Components: V,S, M (Any electrical source) Duration: Instantaneous You restore up to 10 charges to a device or item. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the creature holding the item must succeed at a Dexterity saving throw or take 1d6 points of lightning damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell. REMOTE ACCESS 1st level transmutation technomagic Casting Time: 1 action Range: 120 feet Components: V, S Duration: 10 minutes You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time. RELAY TEXT 2nd-level transmutation (technomagic) Casting Time: 1 action Range: Unlimited Components: V, S Duration: Instantaneous 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 smartphone, tablet, 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. SHUTDOWN 5th level transmutation technomagic Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted. SYNCHRONICITY 3rd level enchantment Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isnt inconvenienced by mundane delays of any sort. Traffic lights are always green, theres always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the targets movement are made with disadvantage. Synchronicity grants advantage to Dexterity Stealth checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. SYSTEM BACKDOOR 4th level transmutation technomagic Casting Time: 1 minute Range: Personal Components: V, S, M hacking tools Duration: Concentration, up to 1 hour This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spells level is equal to or less than the level of the spell slot you used. 6


Aj's 5e D20 Modern The biggest shoutout to all those people who have been involved in the collation, playtesting and editing of all this information. This whole project was just me bringing together a bunch of info from a ton of creative people and adding my own spin on it. I hope if you find this information it makes your Modern d20 game easy! Cover Art: MWayneMiller.com Any art or information in this is only for homebrew use, not to be sold or distributed as most of it belongs to WOTC let's be honest. If you use this document anywhere I'd love a shoutout! HEAVILY INSPIRED BY. d20 modern - Wizards of the Coast Edward Wilson https://drive.google.com/drive/u/0/folders/0Byx44 Decision Paralysis... ...Reddit: u/Altavus ...Twitter: @DillTheHerb https://dungeonmusings.wordpress.com/tag/5thedition-dd-spells/? fbclid=IwAR0aSyCVbvQJNV_IM7hhhDD_TtrDzfhZNjK_9kFS3O-qRwAWgBqXcaa7xU https://dracohomebrew.blogspot.com/2017/08/blog-post.html? m=1&fbclid=IwAR2UIapWpgdh6_hYeGmrIHX5TDOULXml7nWrxTKucn https://www.reddit.com/r/UnearthedArcana/comments/6v0v3l/mo WWW.GMBINDER.COM


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