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====August==== '''Modern Magic:''' 5e rules aimed at more "Urban Fantasy" games, ala [[D20 Modern]]. This particular article contains the City Domain for [[Cleric]]s, the Ghost In The Machine Patron for [[Warlock]]s, and the Technomancer Tradition for [[Wizard]]s, as well as new spells for all of them, and a gunslinging invocation for Warlocks. It ties into another article called "Behind The Screens: My New D20 Modern Campaign", which also features more urban fantasy equipment in the form of new firearms (sidearms and longarms) and modernistic armors. ''Technomancers'' represent a [[Wizard]] for a more modern age, one who focuses on mastering the interplay between magic and technology. A fairly fluff-accurate character, but unlikely to be of much use unless your DM wants to run either an urban fantasy game or a [[magitek]]/[[dungeonpunk]] game in the vein of [[Shadowrun]] - or at least with more advanced stuff than [[Eberron]]. The Technomancer gets free proficiency with sidearms (that is, pistols) and hacking tools at level 2, as well as trading their spellbook for an enchanted tablet computer. This lets them scribe spells in half the time of a normal wizard. At level 6, they get Program Spell, which lets them use any basic computational device (mobile phone or better) to "hold" a spell for them. The charge only lasts 48 hours, is one-use only, and a technomancer can only have one at a time. On the other hand, this lets you give somebody an undetectable improvised explosive device by handing them a cheap mobile primed to detonate a Fireball when they answer it. At level 10, they get Online Casting, where they can use networked electronic devices to channel spells for them. So, if you can get yourself into the mall's security room, you can promptly blast every fucker who walks into a room with a working security camera, without leaving the place. Finally, at level 14, they get the Chained Device feature, where they can have a tablet computer or better gizmo maintain concentration on a spell for them, allowing them to hold two concentration spells at once. ''Ghost in the Machine'' - A [[Warlock]] with this pact comes from a hyper-[[dungeonpunk]], high-[[magitek]] or [[Urban Fantasy]] type setting, having made a pledge with some sort of [[Deep Rot|powerful artificial intelligence]]. This warlock gains the ability to mentally control computers, teleport along electrical wires & data cables, resistance to magical forms of detection and information retrieval, and the ability to "infect" others with a techno-virus by touching them, which hurts them with Psychic damage and lets you control them like puppets. This is awesome, but sadly useless in the standard high fantasy setting your group insisted on playing in. ''City Domain'' - An [[Urban Fantasy]] or high-[[magitek]]/hyper-[[dungeonpunk]] worshipper of [[Urbanus]] or conceptually similar deities. Enhanced Charisma, Perception, and Insight in urban areas, a Channel Divinity that lets you mentally control all city utilities (and knock over or grab enemies by making the city grab them), bonus Psychic damage with melee attacks, and free teleportation between mass transit points (so bus stops, subway entrances, train stations, etc).
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