TEXT: This product requires the
  use of the d20 Modern 
  Core Rulebook
  Buck-A-Batch
  Modern
  Magic 
  Items III
  50 New Magic Items 
  for use with 
  d20 Modern Rules
  This document is part of System 20: 
  A Do-It-Yourself supplement system available at
  creationsedge.com
  
  Buck-A-Batch
  Modern
  Magic 
  Items III
  50 New Magic Items 
  for use with 
  D20 Modern Rules
  Introduction
  Welcome to Modern Magic Items III,
  part of our Buck-A-Batch line of prod-
  ucts. 
  The Buck-A-Batch product line is part
  of System 20, a do-it-yourself supple-
  ment system found on our website at
  www.creationsedge.com. 
  System 20 allows you to create your
  own supplements, featuring the content
  of your choice, for a fraction of the cost
  of traditional RPG supplements.
  You’ll find over 400 different magic
  items, weapons, rings, and wear on our
  site, as well as our Add-A-Rooms,
  Adventures, and other roleplaying aids.
  Our Free 20 section also hosts
  dozens of free creatures, items, and
  weapons to incorporate into your D20
  fantasy campaign. 
  This product requires the use of the
  d20 Modern Core Rulebook.
  Buck-A-Batch: Modern Magic Items III - for use with D20 rules - © 2005 Creation’s Edge Games.
  www.creationsedge.com
  ~Open Game Content~
  The content of this document entitled “Buck-A-Batch: Modern Magic Items III” which describe
  game mechanics are designated as Open Content. The remaining portions of this document are hereby
  added to Open Game Content and if so used should bear the COPYRIGHT NOTICE “Buck-A-Batch:
  Modern Magic Items III ©2005 Creation’s Edge Games” and optionally the web address “www.cre-
  ationsedge.com”.
  The mention of or reference to any company or product in these pages is not a challenge to the
  trademark or copyright concerned.
  d20 Modern Core Rulebook® and Wizards of the Coast® are registered trademarks of Wizards of
  the Coast, and are used with permission. This document contains material based on the D20 System. The
  D20 System is trademark by Wizards of the Coast and is used according to the terms of the d20 System
  License version 1.0. A copy of this License can be found at www.wizards.com.
  Buck-A-Batch: Modern Magic Items III is available for download on the Creation Edge
  Games website as part of the System 20 collection. Check out our website at cre-
  ationsedge.com for more System 20 resources and information on upcoming releases.  
  
  Anything Bag
  This seemingly innocent paper grocery bag
  appears empty. Three times per day the user
  can fold the top of the bag shut and state the
  name of a small item from table 4-10 general
  equipment in the d20 Modern core rulebook.
  There is a 50% chance that when the user
  opens the bag back up it will contain the
  named item. This item will function as a stan-
  dard item of its type for a period of 12 hours,
  after which it will disintegrate.
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 37; Weight: -
  Bobble-head angel
  Simply placing this plastic angel upon the
  dashboard of a vehicle grants the vehicle and
  anyone within it a bonus when defending
  against attacks made by creatures of evil
  allegiance. Attacks made against the vehicle
  or its passengers by such creatures are
  made at a -2 penalty to hit and to damage.
  The vehicle and its occupants also gain a +2
  bonus when saving against magical attacks
  made by these creatures. 
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: -
  Bobble-head demon
  Simply placing this plastic angel upon the
  dashboard of a vehicle grants the vehicle and
  anyone within it a bonus when defending
  against attacks made by creatures of good
  allegiance. Attacks made against the vehicle
  or its passengers by such creatures are
  made at a -2 penalty to hit and to damage.
  The vehicle and its occupants also gain a +2
  bonus when saving against magical attacks
  made by these creatures.
  % Roll
  Name of Item
  00-01
  Anything Bag
  02-03
  Bobble-head angel
  04-05
  Bobble-head demon
  06-07
  Bullet Bracelet
  08-09
  Bullet Charm
  10-11
  Dog Whistle
  12-13
  Enhance-mints (charisma)
  14-15
  Enhance-mints (constitution)
  16-17
  Enhance-mints (dexterity)
  18-19
  Enhance-mints (intelligence)
  20-21
  Enhance-mints (strength)
  22-23
  Enhance-mints (wisdom)
  24-25
  Frankenstein's Poster
  26-27
  Go! Gas
  28-29
  Instant Wall (fire)
  30-31
  Instant Wall (force)
  32-33
  Instant Wall (ice)
  34-35
  Instant Wall (iron)
  36-37
  Instant Wall (stone)
  38-39
  Life Preservers Candy (fortitude)
  40-41
  Life Preservers Candy (reflex)
  42-43
  Life Preservers Candy (will)
  44-45
  Magic Book Cover
  46-47
  Magic Crayons
  48-49
  Mana Monsters Land Card (acid sea)
  50-51
  Mana Monsters Land Card (fire plains)
  52-53
  Mana Monsters Land Card (ice mountains)
  54-55
  Mana Monsters Land Card (lightning fields)
  56-57
  Message Balloon
  58-59
  Monkey Statue (blinding)
  60-61
  Monkey Statue (deafening)
  62-63
  Monkey Statue (muting) 
  64-65
  Portable Wall Safe
  66-67
  Prayer Beads
  68-69
  Quick Course Textbook (arcane lore)
  70-71
  Quick Course Textbook (art)
  72-73 Quick Course Textbook (behavioral sciences)
  74-75
  Quick Course Textbook (business)
  76-77
  Quick Course Textbook (civics)
  78-79
  Quick Course Textbook (earth and life sciences)
  80-81
  Quick Course Textbook (history)
  82-83
  Quick Course Textbook (physical sciences)
  84-85
  Quick Course Textbook (technology)
  86-87
  Quick Course Textbook (theology and philosophy)
  88-89
  Someone Else's Pen (arcane sight)
  90-91
  Someone Else's Pen (curse)
  92-93
  Someone Else's Pen (disease)
  94-95
  Someone Else's Pen (poison)
  96-97
  Someone Else's Pen (zone of truth)
  98-99
  Sound Storm Whistle
  
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: -
  Bullet Bracelet
  This charm bracelet is adorned with 12 bul-
  lets. Each bullet can be snapped off the
  bracelet and loaded into a gun. The bullet will
  automatically resize itself to fit any rifle or
  handgun it is loaded into. The bracelet holds
  2 each of the following bullets: Acid, cold,
  electricity, 
  fire, 
  sonic/concussion, 
  and
  holy/unholy. The acid, cold, electricity, fire,
  and sonic/concussion bullets each deal an
  additional 1d4 points of their energy type
  damage to a target in addition the normal
  damage dealt by a bullet fired from a weapon
  of its type. The holy/unholy bullet works off
  the wearer's allegiance. If the wearer has an
  allegiance to good the bullet gains a holy
  attribute which deals an additional 1d8 points
  damage to an evil target. An allegiance to evil
  charges the bullet to do 1d8 additional points
  damage to a good target. If the wearer has no
  allegiance the bullet simply deals an addition-
  al 2 points damage to a target. The wearer of
  the bracelet also gains a +1 bonus to their to
  hit rolls when firing a rifle or handgun.      
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 37; Weight: -
  Bullet Charm
  This simple bullet charm can be fastened to a
  key chain and carried in a pocket or attached
  to a necklace and worn about the neck. The
  charm surrounds the owner with a protective
  aura against bullets. Any ranged attack made
  against the protected creature using bullets
  suffers a 30% miss chance. Once per day the
  owner can push this ability. This 'push' lasts
  for 1d6 rounds and can be used in two differ-
  ent ways. The owner can either choose to
  increase the range of the protection so that
  all creatures within 20 feet of the owner are
  protected or increase the protective power of
  the charm to the point where the miss chance
  is temporarily increased to 60%.   
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: -
  Dog Whistle
  This whistle functions as a standard dog
  whistle however once per day the owner can
  use it to activate a phantom watchdog spell.
  This spell functions as though cast at 10th
  level. The owner can also use the whistle to
  command dogs to a degree. The user need
  only look at the dog and think about the com-
  mand they whish to give while sounding the
  whistle: approach, drop, fall, flee, or halt. The
  dog will react as though targeted by a com-
  mand spell cast at 10th level. The whistle's
  command ability will function up to 6 times
  per day.   
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 37; Weight: -
  Enhance-mints (charisma)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  charisma for 5 minutes. Up to 3 mints can be
  eaten at a time for a +3 bonus for 5 minutes.
  The user can also choose to eat different
  combinations of enhance-mints, up to three
  of any type, if others are available (for exam-
  ple the user can choose to eat 2 charisma
  enhance-mints and 1 strength enhance-mint
  in order to gain a +2 and +1 bonus to those
  abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  
  3rd; Purchase DC: 29; Weight: -
  Enhance-mints (constitution)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  constitution for 5 minutes. Up to 3 mints can
  be eaten at a time for a +3 bonus for 5 min-
  utes. The user can also choose to eat differ-
  ent combinations of enhance-mints, up to
  three of any type, if others are available (for
  example the user can choose to eat 2 consti-
  tution 
  enhance-mints 
  and 
  1 
  strength
  enhance-mint in order to gain a +2 and +1
  bonus to those abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Enhance-mints (dexterity)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  dexterity for 5 minutes. Up to 3 mints can be
  eaten at a time for a +3 bonus for 5 minutes.
  The user can also choose to eat different
  combinations of enhance-mints, up to three
  of any type, if others are available (for exam-
  ple the user can choose to eat 2 dexterity
  enhance-mints and 1 constitution enhance-
  mint in order to gain a +2 and +1 bonus to
  those abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Enhance-mints (intelligence)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  intelligence for 5 minutes. Up to 3 mints can
  be eaten at a time for a +3 bonus for 5 min-
  utes. The user can also choose to eat differ-
  ent combinations of enhance-mints, up to
  three of any type, if others are available (for
  example the user can choose to eat 2 intelli-
  gence 
  enhance-mints 
  and 
  1 
  wisdom
  enhance-mint in order to gain a +2 and +1
  bonus to those abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Enhance-mints (strength)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  strength for 5 minutes. Up to 3 mints can be
  eaten at a time for a +3 bonus for 5 minutes.
  The user can also choose to eat different
  combinations of enhance-mints, up to three
  of any type, if others are available (for exam-
  ple the user can choose to eat 2 strength
  enhance-mints and 1 dexterity enhance-mint
  in order to gain a +2 and +1 bonus to those
  abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Enhance-mints (wisdom)
  These hard to find mints come packaged in
  an attractive little tin. There are roughly 40
  mints to a package. Sucking on one of these
  mints will grant the sucker a +1 bonus to their
  wisdom for 5 minutes. Up to 3 mints can be
  eaten at a time for a +3 bonus for 5 minutes.
  The user can also choose to eat different
  combinations of enhance-mints, up to three
  
  of any type, if others are available (for exam-
  ple the user can choose to eat 2 wisdom
  enhance-mints and 1 charisma enhance-mint
  in order to gain a +2 and +1 bonus to those
  abilities for 5 minutes).   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Frankenstein's Poster
  This poster appears to be an advertisement
  for an obscure modern day remake of a
  Frankenstein movie. As a one-time function
  the owner of this poster can use it to summon
  a flesh golem. The flesh golem will serve the
  creature that summoned it as though they
  were its creator or master for as long as it is
  able. The poster disintegrates after this func-
  tion has been triggered. 
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 33; Weight: -
  Go! Gas
  A 12 ounce bottle of go gas can be added to
  the fuel tank of any vehicle. Go! Gas increas-
  es a vehicle's top speed by 20%. The vehi-
  cle's initiative and maneuver attributes are
  also modified by +1. These bonuses remain
  for up to 3 hours of use. 
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 31; Weight: -
  Instant Wall (fire)
  Instant wall is a wall in a can, a handy little
  item to have if you know where to get it.
  Simply pointing the can in a direction and
  depressing its nozzle will cause it to spray out
  a wall of fire. This wall functions identical to a
  wall of fire spell (as described in the d20
  Modern, Core Rulebook) cast at 10th level.
  This act counts as an attack action. Each can
  contains only one wall. 
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 35; Weight: 1lb.
  Instant Wall (force)
  Instant wall is a wall in a can, a handy little
  item to have if you know where to get it.
  Simply pointing the can in a direction and
  depressing its nozzle will cause it to spray out
  a wall of force. This wall functions identical to
  a wall of force spell cast at 10th level (as
  described in the d20 Modern, Core
  Rulebook). This act counts as an attack
  action. Each can contains only one wall.
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 35; Weight: 1lb.
  Instant Wall (ice)
  Instant wall is a wall in a can, a handy little
  item to have if you know where to get it.
  Simply pointing the can in a direction and
  depressing its nozzle will cause it to spray out
  a wall of ice. This wall functions identical to a
  wall of ice spell (as described in the d20
  Modern, Core Rulebook) cast at 10th level.
  This act counts as an attack action. Each can
  contains only one wall.
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 35; Weight: 1lb.
  Instant Wall (iron)
  Instant wall is a wall in a can, a handy little
  item to have if you know where to get it.
  
  Simply pointing the can in a direction and
  depressing its nozzle will cause it to spray out
  a wall of iron. This wall functions identical to
  a wall of iron spell (as described in the d20
  Modern, Core Rulebook) cast at 10th level.
  This act counts as an attack action. Each can
  contains only one wall.
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 35; Weight: 1lb.
  Instant Wall (stone)
  Instant wall is a wall in a can, a handy little
  item to have if you know where to get it.
  Simply pointing the can in a direction and
  depressing its nozzle will cause it to spray out
  a wall of stone. This wall functions identical to
  a wall of stone spell (as described in the d20
  Modern, Core Rulebook) cast at 10th level.
  This act counts as an attack action. Each can
  contains only one wall.
  Type: Wondrous Item (magic); Caster Level:
  10th; Purchase DC: 35; Weight: 1lb.
  Life Preservers Candy (fortitude) 
  Each pack of life preservers candy contains
  12 fruit flavored life preserver shaped treats.
  Aside from the pleasant taste, sucking on one
  of these candies will grant the sucker a +2
  bonus to their fortitude saves for 1d6+4 min-
  utes. Eating additional candies at once will
  not cause this bonus to stack. If the user eats
  two or more different types of life preserver
  candies they will benefit from each of the
  appropriate save bonuses.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Life Preservers Candy (reflex)
  Each pack of life preservers candy contains
  12 fruit flavored life preserver shaped treats.
  Aside from the pleasant taste, sucking on one
  of these candies will grant the sucker a +2
  bonus to their reflex saves for 1d6+4 min-
  utes. Eating additional candies at once will
  not cause this bonus to stack. If the user eats
  two or more different types of life preserver
  candies they will benefit from each of the
  appropriate save bonuses.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Life Preservers Candy (will)
  Each pack of life preservers candy contains
  12 fruit flavored life preserver shaped treats.
  Aside from the pleasant taste, sucking on one
  of these candies will grant the sucker a +2
  bonus to their will saves for 1d6+4 minutes.
  Eating additional candies at once will not
  cause this bonus to stack. If the user eats two
  or more different types of life preserver can-
  dies they will benefit from each of the appro-
  priate save bonuses.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Magic Book Cover
  This book cover is one of the stretch type
  covers that have been gaining in popularity
  as of late. A mage can stretch this book cover
  over their spell book at which point the book
  cover will absorb the text of all the spells con-
  tained in the book. The mage can then
  remove the book cover and place it upon
  another book. The contents of whatever book
  the book cover is placed upon will be
  replaced by the mage's spells for as long as
  the book cover is in place. The mage can
  carry the cloth book cover around with them,
  
  folded up in a pocket, until it is needed, at
  which point they can grab any book that's
  handy, place the cover upon it, and transform
  it into their spell book. The book's contents
  revert back to normal once the cover has
  been removed.  
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 28; Weight: -
  Magic Crayons
  This is a standard box of 8 crayons. The col-
  ors included are black, white, blue, red,
  green, yellow, orange, and brown. Each cray-
  on can be used once to temporarily replace
  the manmade color an item bears, such as a
  car, a shirt, a trashcan, etc. with the crayon's
  color. Simply touching the crayon to the col-
  ored surface will activate its magic and switch
  the colors. This change of color will last for
  1d4 hours after which the item will revert
  back to its true color. Being able to quickly
  change the color of an item can be useful
  when attempting to avoid the police ("Be on
  the lookout for a red car…") eluding pursuers
  ("It's the guy in the green shirt! Get him!") or
  arranging a drop ("Put the package in the yel-
  low trashcan. You can't miss it. It's the only
  one in the park."). Each crayon will shrink
  away into nothingness as its power is used.
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 28; Weight: -
  Mana Monsters Land Card 
  (fire plains)
  This is a card from a popular collectible card
  game that somehow has become imbued
  with mystic powers. The owner of this card is
  protected to a degree from fire attacks provid-
  ed the card remains within 5 feet of them.
  The owner takes half damage from any such
  attacks. As a one use function the owner can
  tear the card in half. This tearing triggers a
  fire blast that deals 5d6 points fire damage to
  all creatures within 20 feet of the card exclud-
  ing the owner. The card loses its abilities
  once it is torn.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: -
  Mana Monsters Land Card 
  (ice mountains)
  This is a card from a popular collectible card
  game that somehow has become imbued
  with mystic powers. The owner of this card is
  protected to a degree from cold attacks pro-
  vided the card remains within 5 feet of them.
  The owner takes half damage from any such
  attacks. As a one use function the owner can
  tear the card in half. This tearing triggers a
  cold blast that deals 5d6 points cold damage
  to all creatures within 20 feet of the card
  excluding the owner. The card loses its abili-
  ties once it is torn.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: -
  Mana Monsters Land Card 
  (lightning fields)
  This is a card from a popular collectible card
  game that somehow has become imbued
  with mystic powers. The owner of this card is
  protected to a degree from electricity attacks
  provided the card remains within 5 feet of
  them. The owner takes half damage from any
  such attacks. As a one use function the
  owner can tear the card in half. This tearing
  triggers an electricity blast that deals 5d6
  points electricity damage to all creatures
  within 20 feet of the card excluding the
  owner. The card loses its abilities once it is
  
  torn.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: -
  Mana Monsters Land Card 
  (acid sea)
  This is a card from a popular collectible card
  game that somehow has become imbued
  with mystic powers. The owner of this card is
  protected to a degree from acid attacks pro-
  vided the card remains within 5 feet of them.
  The owner takes half damage from any such
  attacks. As a one use function the owner can
  tear the card in half. This tearing triggers an
  acid blast that deals 5d6 points acid damage
  to all creatures within 20 feet of the card
  excluding the owner. The card loses its abili-
  ties once it is torn.
  Type: Wondrous Item (magic); Caster Level:
  5th; Purchase DC: 33; Weight: -
  Message Balloon
  These balloons usually come deflated in a
  small bag of a dozen. The user may speak a
  word or a sentence containing up to ten
  words into the mouth of the balloon prior to
  blowing it up. Once inflated and tied shut the
  balloon can either be commanded to stay put,
  which it will even in a very windy environment
  (unless physically disturbed), or be com-
  manded to seek out a specific individual
  which the owner knows by name and appear-
  ance (provided they are no more than a mile
  away). In the latter case the balloon will float
  off into the air and eventually make its way to
  the specified individual. If a message balloon
  is popped the message it contains will be
  spoke as though the sender were present
  speaking the words themselves.   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Monkey Statue (blinding)
  Part of a set of three monkey statues. This
  one's name is Mizaru. It squats in a sitting
  position with its hands clamped firmly over its
  eyes. The statue must sit without being dis-
  turbed for a 3 hour period after which time it
  will generate an aura of blinding. This aura
  extends in a 20 foot radius of the statue and
  effects all creatures with allegiance to good
  who enter it. Good creatures who enter the
  statue's area of effect become blind for as
  long as they remain within range of the stat-
  ue. If the statue is physically disturbed it will
  cease generating its aura for 3 hours.    
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 5lb.
  Monkey Statue (deafening)
  Part of a set of three monkey statues. This
  one's name is Kikazaru. It squats in a sitting
  position with its hands clamped firmly over its
  ears. The statue must sit without being dis-
  turbed for a 3 hour period after which time it
  will generate an aura of deafness. This aura
  extends in a 20 foot radius of the statue and
  effects all creatures with allegiance to good
  who enter it. Good creatures who enter the
  statue's area of effect become deaf for as
  long as they remain within range of the stat-
  ue. If the statue is physically disturbed it will
  cease generating its aura for 3 hours.    
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 5lb.
  Monkey Statue (muting)
  
  Part of a set of three monkey statues. This
  one's name is Iwazaru. It squats in a sitting
  position with its hands clamped firmly over its
  mouth. The statue must sit without being dis-
  turbed for a 3 hour period after which time it
  will generate an aura of muting. This aura
  extends in a 20 foot radius of the statue and
  effects all creatures with allegiance to good
  who enter it. Good creatures who enter the
  statue's area of effect will not be able to
  speak for as long as they remain within range
  of the statue. If the statue is physically dis-
  turbed it will cease generating its aura for 3
  hours.  
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 36; Weight: 5lb.
  Portable Wall Safe
  A potable wall safe looks like a simple 8½ x 9
  framed painting of a landscape or some
  obscure and famous dead person. Placing
  the painting against a wall will cause it to
  momentarily adhere to the surface. Grasping
  and pulling the left side of the frame will
  cause the painting to open like a small door
  revealing a wall safe behind it. The door to
  this safe opens as well to reveal a recess
  roughly the same size of the painting with a
  depth of about a foot, regardless of the actu-
  al thickness of the wall it has been temporar-
  ily mounted upon. When the safe is empty, its
  door can be opened and closed without a
  problem. Once an object has been placed
  inside and the door shut, the safe will lock. At
  this time the owner may decided upon a three
  number combination by simply rotating the
  dial upon the safe's door, stopping it at three
  numbers in rapid succession (in standard -
  left - right - left sequence). The dial bears the
  numbers 0-40. In order to open the wall safe
  again the dial must be spun using the set
  combination. Once the vault and the painting
  have been 'shut', the painting along with the
  wall safe can be removed from the wall by
  simply grasping either side of the painting
  and giving it a quick tug. Attempting to break
  into the wall safe without the combination
  requires a disable device skill check (DC:
  30).       
  Type: Wondrous Item (magic); Caster Level:
  6th; Purchase DC: 33; Weight: 1lb.
  Prayer Beads
  This necklace holds ten small beads. Each
  bead contains a different 1st level divine
  spell. Simply touching a bead while the neck-
  lace is worn allows the wearer to identify the
  spell it contains. The wearer can snap a bead
  off the necklace to trigger the spell it contains.
  This triggering allows the wearer to cast the
  spell as though they were a 3rd level acolyte.
  The beads contain the following spells: bane,
  bless, cause fear, command, comprehend
  languages, cure light wounds, inflict light
  wounds, magic weapon, remove fear, shield
  of faith. Each bead can only be used once
  and dissolves away as the spell is cast. 
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (arcane lore)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads an arcane
  lore quick course textbook who does not
  already posses the knowledge: arcane lore
  skill, temporarily gains this skill at its first
  rank. A person who reads the book who
  already possesses the knowledge: arcane
  lore skill gains a +3 bonus to this skill check.
  The reader retains the skill or bonus gained
  from the book for a number of hours equal to
  
  1/3 their intelligence score. The owner can
  regain the skill or bonus by simply reading
  the book again. If desired a person who does
  not already possess the skill can read the
  book twice over a period of two hours to gain
  the skill and the +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (art)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads an art quick
  course textbook who does not already poss-
  es the knowledge: art skill, temporarily gains
  this skill at its first rank. A person who reads
  the book who already possesses the knowl-
  edge: art skill gains a +3 bonus to this skill
  check. The reader retains the skill or bonus
  gained from the book for a number of hours
  equal to 1/3 their intelligence score. The
  owner can regain the skill or bonus by simply
  reading the book again. If desired a person
  who does not already possess the skill can
  read the book twice over a period of two
  hours to gain the skill and the +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (civics)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a civics
  quick course textbook who does not already
  posses the knowledge: civics skill, temporar-
  ily gains this skill at its first rank. A person
  who reads the book who already possesses
  the knowledge: civics skill gains a +3 bonus
  to this skill check. The reader retains the skill
  or bonus gained from the book for a number
  of hours equal to 1/3 their intelligence score.
  The owner can regain the skill or bonus by
  simply reading the book again. If desired a
  person who does not already possess the
  skill can read the book twice over a period of
  two hours to gain the skill and the +3 bonus.   
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (behavioral sciences)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a behav-
  ioral sciences quick course textbook who
  does not already posses the knowledge:
  behavioral sciences skill, temporarily gains
  this skill at its first rank. A person who reads
  the book who already possesses the knowl-
  edge: behavioral sciences skill gains a +3
  bonus to this skill check. The reader retains
  the skill or bonus gained from the book for a
  number of hours equal to 1/3 their intelli-
  gence score. The owner can regain the skill
  or bonus by simply reading the book again. If
  desired a person who does not already pos-
  sess the skill can read the book twice over a
  period of two hours to gain the skill and the
  +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (business)
  A quick course textbook is roughly pocket
  
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a business
  quick course textbook who does not already
  posses the knowledge: business skill, tem-
  porarily gains this skill at its first rank. A per-
  son who reads the book who already pos-
  sesses the knowledge: business skill gains a
  +3 bonus to this skill check. The reader
  retains the skill or bonus gained from the
  book for a number of hours equal to 1/3 their
  intelligence score. The owner can regain the
  skill or bonus by simply reading the book
  again. If desired a person who does not
  already possess the skill can read the book
  twice over a period of two hours to gain the
  skill and the +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (earth and life sciences)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads an earth
  and life sciences quick course textbook who
  does not already posses the knowledge:
  earth and life sciences skill, temporarily gains
  this skill at its first rank. A person who reads
  the book who already possesses the knowl-
  edge: earth and life sciences skill gains a +3
  bonus to this skill check. The reader retains
  the skill or bonus gained from the book for a
  number of hours equal to 1/3 their intelli-
  gence score. The owner can regain the skill
  or bonus by simply reading the book again. If
  desired a person who does not already pos-
  sess the skill can read the book twice over a
  period of two hours to gain the skill and the
  +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (history)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a history
  quick course textbook who does not already
  posses the knowledge: history skill, tem-
  porarily gains this skill at its first rank. A per-
  son who reads the book who already pos-
  sesses the knowledge: history skill gains a +3
  bonus to this skill check. The reader retains
  the skill or bonus gained from the book for a
  number of hours equal to 1/3 their intelli-
  gence score. The owner can regain the skill
  or bonus by simply reading the book again. If
  desired a person who does not already pos-
  sess the skill can read the book twice over a
  period of two hours to gain the skill and the
  +3 bonus.  
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (physical sciences)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a physical
  sciences quick course textbook who does not
  already posses the knowledge: physical sci-
  ences skill, temporarily gains this skill at its
  first rank. A person who reads the book who
  already possesses the knowledge: physical
  sciences skill gains a +3 bonus to this skill
  check. The reader retains the skill or bonus
  gained from the book for a number of hours
  equal to 1/3 their intelligence score. The
  owner can regain the skill or bonus by simply
  reading the book again. If desired a person
  
  who does not already possess the skill can
  read the book twice over a period of two
  hours to gain the skill and the +3 bonus.      
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (technology)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a technol-
  ogy quick course textbook who does not
  already posses the knowledge: technology
  skill, temporarily gains this skill at its first
  rank. A person who reads the book who
  already possesses the knowledge: technolo-
  gy skill gains a +3 bonus to this skill check.
  The reader retains the skill or bonus gained
  from the book for a number of hours equal to
  1/3 their intelligence score. The owner can
  regain the skill or bonus by simply reading
  the book again. If desired a person who does
  not already possess the skill can read the
  book twice over a period of two hours to gain
  the skill and the +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Quick Course Textbook 
  (theology and philosophy)
  A quick course textbook is roughly pocket
  size and contains 50 pages worth of informa-
  tion on a specific subject. Reading one takes
  one full hour. A person who reads a theology
  and philosophy quick course textbook who
  does not already posses the knowledge: the-
  ology and philosophy skill, temporarily gains
  this skill at its first rank. A person who reads
  the book who already possesses the knowl-
  edge: theology and philosophy skill gains a
  +3 bonus to this skill check. The reader
  retains the skill or bonus gained from the
  book for a number of hours equal to 1/3 their
  intelligence score. The owner can regain the
  skill or bonus by simply reading the book
  again. If desired a person who does not
  already possess the skill can read the book
  twice over a period of two hours to gain the
  skill and the +3 bonus.    
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: 1lb.
  Someone Else's Pen 
  (arcane sight)
  This pen works best for remotely exploring
  large office buildings, research complexes,
  government buildings, hospitals or pretty
  much anywhere there's a lot of foot traffic in
  an enclosed environment. The owner simply
  clicks the end of the pen six times in rapid
  succession to activate its magic. The next
  person the owner interacts with that sees the
  pen will believe it to be theirs and ask for it
  back, possibly even demanding it, possibly
  even accusing the owner of stealing it. Once
  in the person's possession, they will instinc-
  tively place it in their shirt pocket, on their
  clipboard, behind their ear, or simply carry it
  in a semi visible way. They will also forget
  that they recognized the pen as belonging to
  them. The next person they interact with will
  believe the pen to be theirs and ask for it
  back, and so on. In this way the pen will trav-
  el from person to person throughout the
  building/complex. Once a person has had the
  pen in their possession they will not believe it
  belongs to them if they see it again. This pen
  allows the person that triggered its magic to
  see through the eyes of whoever currently
  has the pen. The person need only close
  their eyes and concentrate in order to do so.
  The pen's magic charge lasts for one 12 hour
  period after it has been activated. After this
  
  the pen is just a normal pen.     
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Someone Else's Pen 
  (curse)
  This pen works best for causing chaos in
  large office buildings, research complexes,
  government buildings, hospitals or pretty
  much anywhere there's a lot of foot traffic in
  an enclosed environment. The owner simply
  clicks the end of the pen six times in rapid
  succession to activate its magic. The next
  person the owner interacts with that sees the
  pen will believe it to be theirs and ask for it
  back, possibly even demanding it, possibly
  even accusing the owner of stealing it. Once
  in the person's possession, they will instinc-
  tively place it in their shirt pocket, on their
  clipboard, behind their ear, or simply carry it
  in a semi visible way. They will also forget
  that they recognized the pen as belonging to
  them. The next person they interact with will
  believe the pen to be theirs and ask for it
  back, and so on. In this way the pen will trav-
  el from person to person throughout the
  building/complex. Once a person has had the
  pen in their possession they will not believe it
  belongs to them if they see it again. This pen
  curses whoever clicks the pen open or closed
  after its magic has been triggered. This curse
  is treated as though a bestow curse spell was
  cast upon the creature by a 6th level acolyte.
  The cursed individual suffers a -4 penalty to
  all attack rolls, saving throws, ability checks,
  and skill checks. The pen's magic charge
  lasts for one 12 hour period after it has been
  activated. After this the pen is just a normal
  pen. The penalty vanishes from cursed indi-
  viduals after the pen loses its charge.       
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Someone Else's Pen 
  (disease)
  This pen works best for causing chaos in
  large office buildings, research complexes,
  government buildings, hospitals or pretty
  much anywhere there's a lot of foot traffic in
  an enclosed environment. The owner simply
  clicks the end of the pen six times in rapid
  succession to activate its magic. The next
  person the owner interacts with that sees the
  pen will believe it to be theirs and ask for it
  back, possibly even demanding it, possibly
  even accusing the owner of stealing it. Once
  in the person's possession, they will instinc-
  tively place it in their shirt pocket, on their
  clipboard, behind their ear, or simply carry it
  in a semi visible way. They will also forget
  that they recognized the pen as belonging to
  them. The next person they interact with will
  believe the pen to be theirs and ask for it
  back, and so on. In this way the pen will trav-
  el from person to person throughout the
  building/complex. Once a person has had the
  pen in their possession they will not believe it
  belongs to them if they see it again. This pen
  infects whoever clicks the pen open or closed
  after its magic has been triggered. The per-
  son becomes infected with pneumonia. The
  pneumonia has an incubation period of 1d4
  hours and is not contagious. It cannot be
  spread in any other way than through use of
  the pen. The pen's magic charge lasts for one
  12 hour period after it has been activated.
  After this the pen is just a normal pen. The
  pneumonia vanishes from diseased individu-
  als after the pen loses its charge.     
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Someone Else's Pen 
  (poison)
  
  This pen works best for causing chaos in
  large office buildings, research complexes,
  government buildings, hospitals or pretty
  much anywhere there's a lot of foot traffic in
  an enclosed environment. The owner simply
  clicks the end of the pen six times in rapid
  succession to activate its magic. The next
  person the owner interacts with that sees the
  pen will believe it to be theirs and ask for it
  back, possibly even demanding it, possibly
  even accusing the owner of stealing it. Once
  in the person's possession, they will instinc-
  tively place it in their shirt pocket, on their
  clipboard, behind their ear, or simply carry it
  in a semi visible way. They will also forget
  that they recognized the pen as belonging to
  them. The next person they interact with will
  believe the pen to be theirs and ask for it
  back, and so on. In this way the pen will trav-
  el from person to person throughout the
  building/complex. Once a person has had the
  pen in their possession they will not believe it
  belongs to them if they see it again. This pen
  poisons whoever clicks the pen open or
  closed after its magic has been triggered.
  The person becomes poisoned as though
  they ingested a slow acting version of
  arsenic. The initial damage is delayed for 10
  minutes after the poisoning has taken place.
  The pen's magic charge lasts for one 12 hour
  period after it has been activated. After this
  the pen is just a normal pen. The effects of
  the arsenic vanish from poisoned individuals
  after the pen loses its charge.     
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Someone Else's Pen 
  (zone of truth)
  This pen works best for causing chaos in
  large office buildings, research complexes,
  government buildings, hospitals or pretty
  much anywhere there's a lot of foot traffic in
  an enclosed environment. The owner simply
  clicks the end of the pen six times in rapid
  succession to activate its magic. The next
  person the owner interacts with that sees the
  pen will believe it to be theirs and ask for it
  back, possibly even demanding it, possibly
  even accusing the owner of stealing it. Once
  in the person's possession, they will instinc-
  tively place it in their shirt pocket, on their
  clipboard, behind their ear, or simply carry it
  in a semi visible way. They will also forget
  that they recognized the pen as belonging to
  them. The next person they interact with will
  believe the pen to be theirs and ask for it
  back, and so on. In this way the pen will trav-
  el from person to person throughout the
  building/complex.  Once a person has had
  the pen in their possession they will not
  believe it belongs to them if they see it again.
  This pen creates a zone of truth in a 10'
  radius around it. Anyone entering it will be
  compelled to tell the truth. The zone of truth
  functions as though it were cast by a 6th level
  acolyte. The pen's magic charge lasts for one
  12 hour period after it has been activated.
  After this the pen is just a normal pen.       
  Type: Wondrous Item (magic); Caster Level:
  3rd; Purchase DC: 29; Weight: -
  Sound Storm Whistle
  This simple toy whistle can be sounded three
  times per day. Each sounding creates an
  effect similar to a shout spell. The spell func-
  tions as though it were cast at 8th level. The
  user is immune to the effects of this spell. The
  owner is also protected from sonic attacks as
  though under the effect of a continuous resist
  energy spell (as described in the d20
  Modern, Core Rulebook) with sonic as the
  selected energy type for as long as the whis-
  tle is in their possession.
  Type: Wondrous Item (magic); Caster Level:
  8th; Purchase DC: 35; Weight: -
  
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
  Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or
  trademark owners who have contributed Open Game Content;
  (b)”Derivative Material” means copyrighted material including
  derivative works and translations (including into other computer
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other
  form in which an existing work may be recast, transformed or
  adapted; (c) “Distribute” means to reproduce, license, rent, lease,
  sell, broadcast, publicly display, transmit or otherwise distribute;
  (d)”Open Game Content” means the game mechanic and includes
  the methods, procedures, processes and routines to the extent
  such content does not embody the Product Identity and is an
  enhancement over the prior art and any additional content clearly
  identified as Open Game Content by the Contributor, and means
  any work covered by this License, including translations and
  derivative works under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and prod-
  uct line names, logos and identifying marks including trade dress;
  artifacts; creatures characters; stories, storylines, plots, thematic
  elements, dialogue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats, poses, concepts, themes
  and graphic, photographic and other visual or audio representa-
  tions; names and descriptions of characters, spells, enchantments,
  personalities, teams, personas, likenesses and special abilities;
  places, locations, environments, creatures, equipment, magical or
  supernatural abilities or effects, logos, symbols, or graphic
  designs; and any other trademark or registered trademark clearly
  identified as Product identity by the owner of the Product
  Identity, and which specifically excludes the Open Game
  Content; (f) “Trademark” means the logos, names, mark, sign,
  motto, designs that are used by a Contributor to identify itself or
  its products or the associated products contributed to the Open
  Game License by the Contributor (g) “Use”, “Used” or “Using”
  means to use, Distribute, copy, edit, format, modify, translate and
  otherwise create Derivative Material of Open Game Content. (h)
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content
  that contains a notice indicating that the Open Game Content
  may only be Used under and in terms of this License. You must
  affix such a notice to any Open Game Content that you Use. No
  terms may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may
  be applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contribut-
  ing original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have
  sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPY-
  RIGHT NOTICE portion of this License to include the exact text
  of the COPYRIGHT NOTICE of any Open Game Content You
  are copying, modifying or distributing, and You must add the
  title, the copyright date, and the copyright holder’s name to the
  COPYRIGHT NOTICE of any original Open Game Content you
  Distribute.
  7. Use of Product Identity: You agree not to Use any Product
  Identity, including as an indication as to compatibility, except as
  expressly licensed in another, independent Agreement with the
  owner of each element of that Product Identity. You agree not to
  indicate compatibility or co-adaptability with any Trademark or
  Registered Trademark in conjunction with a work containing
  Open Game Content except as expressly licensed in another,
  independent Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in Open
  Game Content does not constitute a challenge to the ownership of
  that Product Identity. The owner of any Product Identity used in
  Open Game Content shall retain all rights, title and interest in
  and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are distribut-
  ing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may
  publish updated versions of this License. You may use any
  authorized version of this License to copy, modify and distribute
  any Open Game Content originally distributed under any version
  of this License.
  10 Copy of this License: You MUST include a copy of this
  License with every copy of the Open Game Content You
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise
  the Open Game Content using the name of any Contributor
  unless You have written permission from the Contributor to do
  so.
  12 Inability to Comply: If it is impossible for You to comply with
  any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmen-
  tal regulation then You may not Use any Open Game Material so
  affected.
  13 Termination: This License will terminate automatically if You
  fail to comply with all terms herein and fail to cure such breach
  within 30 days of becoming aware of the breach. All sublicenses
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the
  extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
  Inc.
  ~ THE OPEN GAME LICENSE ~
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Creative Edge Games/D20 Modern - Creative Edge Games - Buck A Batch Modern Magic Items III.pdf