TEXT: That Old Black Magic
  A Fantasy Noir Setting For Mean Streets
  Requires the use of Mean Streets
  Written and Produced By
  Mark Bruno
  Edited By
  Samantha Downing
  © Copyright 2002 Mark Bruno and Deep7, LLC
  All Rights Reserved Worldwide
  Permission granted to print (and/or reproduce portions of) this manual for non-commercial, personal use.  Unauthorized duplication
  or distribution is strictly prohibited under international copyright law and violators will be prosecuted. 
  Interior illustrations are © Copyright 2002 by Gettyone. Used under license. www.gettyone.com
  
  T
  hat Old Black Magic is a freebie supplement for
  Deep7’s role-playing game of classic film noir Mean
  Streets. Veering slightly to the left of the game’s default
  1943 setting, Black Magic presents an alternate setting for the
  game, incorporating sorcery against the backdrop of 1940s
  Hollywood. It’s a world where gangsters in expensive suits are
  master sorcerers, spirits get the third degree from cops, zombies
  come six to a crate just like bon-bons, and your landlady is a
  licensed witch.
  Black Magic gets its influence from films such as Cast a Deadly
  Spell, Witch Hunt, and other role-playing games, specifically
  West End Games’ Bloodshadows. Don’t take the setting too seri-
  ously, though, as it was written tongue-in-cheek and meant for a
  little light-hearted change of pace, interjecting a bit of
  Hollywood magic quite literally. 
  ***
  It’s a mythical 1946, and to most people, magic is just a new
  everyday tool to make life easier. People wield sorcery as a
  means of attaining success, pleasure, and also as a method for
  crime. Hollywood producers and directors use magic to an even
  greater extent, resurrecting long-dead writers and playwrights to
  work on the next big Hollywood blockbuster.
  But to Senator Thomas Lloyd Gretings, sorcery signals a sinis-
  ter, moral decay, a threat to the family and the eventual collapse
  of the American way of life. Senator Gretings sets his political
  and publicity sights on a personal quest to rid Hollywood of
  magic, which he preaches against as being degenerate and cor-
  rupt. Much like the McCarthy era “witch hunts” of the ‘50s, his
  personal vendetta shatters many Hollywood careers.
  Gretings certainly has his opponents, many of which are fellow
  Congressmen and citizen’s action groups. Challengers to
  Gretings’ campaign argue that the senator should be focusing
  less on Hollywood and more on the criminals who utilize magic
  to further their own nefarious schemes. Criminal syndicates in
  New York, Los Angeles, San Francisco, and Chicago rule the
  underworld in their respective cities with an iron fist, using
  magic as a method for committing crimes. Fortunately, because
  of the split in Congress regarding Gretings’ radical views, not
  much has been done to quell the use of magic in society. While
  debates and arguments on Capitol Hill rage on, magic remains a
  powerful tool for millions of Americans.
  Film noir and Fantasy
  The beauty of film noir is that, as a theme, it’s flexible and can
  be molded to fit the needs of any genre it’s applied to, from
  westerns to science fiction to fantasy. By taking the dark and
  gritty setting of Mean Streets and applying the mystical elements
  of traditional fantasy epics, Black Magic takes the classic film
  noir tale to an all-new level. It opens the door for further explo-
  ration into the occult and fantastical that many detective pulp
  authors found fascinating (as in The Dain Curse) and film noir
  directors explored sparingly (as in Kiss Me Deadly and Dr.
  Mabuse, The Gambler). Armed with the power of psychometry,
  private eyes and detectives gaze into the past with a heightened
  ability to discern crime scenes; femme fatales cast illusory
  spells, luring unsuspecting men into their web of deceit; gang-
  sters skilled in the black arts are able to pull off daring bank
  heists in broad daylight and murder rivals with impunity. All of
  this is made possible by interjecting a bit of magic into the clas-
  sic film noir tale.
  How it all Began
  The setting used in Black Magic makes no assumptions about
  how or why magic works and when it came into existence; that’s
  left up to the GM. People just simply take it for granted, as if it’s
  always been there and is here to stay. Mrs. Jones never thinks
  twice when she conjures up breakfast for the kids with a simple
  snap of her fingers. Johnny’s third-grade teacher doesn’t bat an
  eyelash when he launches a spitball, because she knows her
  Shield of Solid Air spell will block the moist projectile.
  Hollywood producers have no problem paying big bucks to uti-
  lize special effects wizards for their next release, or resurrecting
  dead actors from the Silent Film era to star in the latest block-
  buster screwball comedy.
  The point is, magic has become a large part of American pop-
  culture, but like many crazes before it, there are a certain faction
  of politicians, religious fundamentalists, and self-righteous
  yahoos that want to see it go away. Unfortunately, something as
  pervasive and powerful as magic isn’t repressed so easily. 
  2
  Alternate Histories
  For those who like a bit more backstory, and aren’t satisfied
  with “magic has just always been,” three alternate reasons
  are outlined below. The first two assume that magic is a rel-
  atively new phenomenon.
  Atomic Age
  In 1942, an atomic bomb test via the Manhattan Project sud-
  denly goes haywire. When a prototype bomb is detonated it
  rips a hole in the fabric of reality, releasing otherworldy
  energy particles into the Earth’s atmosphere, which awakens
  latent magical abilities in human beings.
  Ancient Secrets
  In 1899, wealthy philanthropist-turned-archeologist William
  Geddenheim unearthed an ancient Egyptian sorcerer-priest’s
  tomb. Disturbing the tomb unlocked the sorcerer’s ancient
  powers, thereby releasing powerful magic which blanketed
  the Earth, allowing everyday men and women to harness this
  newly awakened power.
  Hollywood Magic
  What many refer to as “Hollywood Magic” is actually the
  culmination of Tinsel Town’s creative energy, which acts as
  a catalyst that awakens latent abilities in folks with an artis-
  tic bent. The more movies Hollywood puts out, the more this
  creative dynamism fuels magical powers in people.
  
  Magic and the Law
  By and large, public use of magic goes unnoticed, unless the
  caster performs a particularly destructive act or uses magic in
  such a way as to cause a public distraction. That blasé attitude
  quickly wanes, however, if one uses magic to commit a crime,
  no matter how heinous. Local and federal law enforcement agen-
  cies impose strict penalties and punishments on perpetrators of
  magical crimes, with sentences and fines often doubling their
  mundane counterparts. Below are several examples of minimum
  sentencing requirements for magical crimes (GMs are free to
  develop additional sentencing structures):
  Assault .............................................66 months
  Manslaughter ...................................56 months
  Burglary...........................................42 months
  Auto Theft .......................................40 months
  Possession*......................................30 months
  Homicide .........................................149 months
  Rape.................................................117 months
  Kidnaping ........................................104 months
  Robbery ...........................................95 months
  Unlicensed use**.............................6 months suspension
  *Denotes possession of an unlicensed magical item
  **Denotes using magic without a license
  All citizens who display an aptitude for magic must register their
  ability with a local DMU, the Department of Magical Usage.
  Much like a driver’s license, those with a state-backed license
  can practice magic freely within the bounds of the Sorcery
  Criminal Code (or SCC). Those who are caught practicing sor-
  cery without a license can face up to 2 years in prison and
  $1,000 in fines.
  Most law enforcement agencies in large cities have a Sorcery
  Victims Unit, a department comprised of veteran detectives
  tasked with investigating magical crimes. These intrepid individ-
  uals are powerful sorcerers in their own right and have much
  leeway in apprehending and investigating heinous acts of sor-
  cery.
  Spell Mechanics
  Black Magic introduces a new stat to Mean Streets called
  Influence, which dictates how much control one has over the
  forces that power spells and wards. If a player wants to design a
  spell-slinging private eye, for instance, then he must place some
  of his original 20 Character Points (a minimum of 1) toward the
  Influence stat. Next, the player must distribute points from the
  original 30 allocated for skills, which represent the power level
  of the spell, or its Spell Rating. When a player wishes to cast a
  spell during the game, he simply rolls against the Target Number
  that is comprised of the Influence stat plus the applicable Spell
  Rating (hereafter referred to as an Influence check). The player
  must roll equal to or lower than the Target Number in order for
  the spell to be successful.
  Unskilled Checks
  Unlike skills, magic spells cannot be used untrained. That is, if
  the PC possesses the Influence stat he must allocate points
  toward purchasing spells. 
  Critical Failure and Success
  As in Mean Streets, rolling snake eyes (a natural 2) is always
  considered a critical success, while rolling boxcars (a natural roll
  of 12) is considered a critical failure. Rolling a critical success
  when casting a spell can be particularly disastrous, either result-
  ing in harm to the caster or causing a backfire with unintended
  results. For instance, a detective rolling a critical failure when
  using Divination can result in erroneous information, leading
  him on a wild goose chase. GMs are urged to use their own dis-
  cretion when determining the results of a critical failure. 
  PCs who roll a critical success should be appropriately rewarded
  with beneficial results. For instance, if the detective rolled a crit-
  ical success when using Divination, the GM should reward him
  with additional information above and beyond what he was orig-
  inally searching for. Again, GMs should use common sense
  when applying critical successes and failures.
  Resisting Magic – New Asset
  Players may design characters who are especially resistant to the
  effects of magic by purchasing the Spell Resist Asset (which will
  cost the player 3 character points). When applied, all spells used
  against the character suffer a –3 penalty to Influence checks.
  Subsequently, the PC also suffers a –3 penalty when using magic
  himself.
  Spell List
  On the following pages are more than two dozen spells that PCs
  and NPCs can use within a fantasy noir game of Mean Streets.
  The list is by no means exhaustive; GMs are encouraged to
  develop additional spells, as are the players, at the GM’s discre-
  tion. Each spell listing includes the following information:
  Spell name: The name the spell is commonly called.
  Duration: The time the spell lasts. If the spell is instanta-
  neous, then the duration is listed as instant.
  Range: The distance the spell will work.
  Prerequisites (if any): Requirements that are needed in
  order for the spell to work.
  Description of effect: describes the effects of the spell if
  successfully cast the character.
  Allure
  Duration: Instant
  Range: Touch
  Prerequisite: Emotion Sensing
  The power of persuasion is a very potent ability to possess.
  Those with the ability to cast Allure may control the target’s
  reactions toward the caster. In order to do so, the caster must
  make an opposed Influence check against the target’s Resist
  check. If successful, the caster gains an immediate +1 bonus to
  Con and Etiquette checks. 
  Banish  
  Duration: Instant
  Range: 25 feet
  Prerequisite: Special
  This spell forces a spirit back from whence it came (the spirit
  must be Sensed or seen before this spell can be used). If the
  spell is successful, the spirit is instantly whisked away. On a
  fumbled Influence roll for this spell, the caster’s spirit is
  3
  
  whisked right along with the banished spirit to wherever it came
  from. The only way to bring the caster’s spirit back is through
  the successful casting of the Summon Spirit spell. Note that
  Unseen Servants do not need to be banished, as they simply dis-
  appear when the caster has no use for their services.
  Confusion
  Duration: 1 round x Spell Rating
  Range: Touch
  Prerequisite: None
  Beings affected by this spell are placed into a confused state,
  unable to perform actions with any degree of accuracy. If
  Confused, the target receives a –2 penalty to all Target Numbers
  for the duration of the spell.
  Create Sustenance
  Duration: 24 hours
  Range: None
  Prerequisite: None
  Food created with this spell can take any shape or form, from a
  simple snack to a seven-course gourmet meal. Additionally, the
  food is highly nutritious and flavorful, but spoils after 24 hours.
  Drink can also be conjured, and will typically last 48 to 72 
  hours longer.
  Dark Shroud
  Duration: 10 minutes x Spell Rating
  Range: 20-foot radius
  Prerequisite: None
  This spell causes darkness to emanate from the character, casting
  the area in pitch blackness. Normal or magical lights will not
  pierce the shroud and any actions taken while surrounded by the
  darkness are performed with a –2 penalty.
  Disguise
  Duration: 10 minutes x Spell Rating
  Range: Self
  Prerequisite: None
  With this spell, the caster can change his appearance to resemble
  another person entirely. The caster cannot change his basic body
  type, however. For instance, the caster cannot change his shape
  to resemble that of a dog or fish. Otherwise, the extent of the
  physical change is left up to the caster.
  Divination
  Duration: Instant
  Range: Self
  Prerequisite: None
  With this spell, the caster can acquire information regarding a
  future goal or event. In order to maintaining play balance, the
  GM should dole out information in the form of short cryptic
  phrases or even rhymes. In any case, the GM controls the type
  and amount of information obtained through this spell.
  Domination
  Duration: 1 round
  Range: 25 feet
  Prerequisite: None
  Once successfully cast, the caster can command the actions of
  the target by issuing simple commands, such as “stop right there
  and surrender” or “hand me your money.” Fortunately, this spell
  cannot be used to make someone perform a task they would be
  morally against, such as murdering another human being or
  committing suicide. Nonetheless, this can be a dangerous spell
  in the wrong hands.
  Emotion Sensing
  Duration: Instant
  Range: Line of sight
  Prerequisite: None
  This spell allows the caster to determine the general emotional
  state of a living being and whether the target has hostile inten-
  tions toward the caster. This spell will not work on animals.
  Healing Hands
  Duration: Instant
  Range: Touch
  Prerequisite: None
  Healing Hands allows the caster to clean away disease and
  injury with a simple touch. It will completely cure the effects of
  sickness, physical trauma to the body, disease, poisons, blind-
  ness, and deafness. The number of Wound Levels cured by
  Healing Hands equals the caster’s Spell Rating. Because this
  spell requires the caster to channel large amounts of positive
  energy through his own body, Healing Hands can only be used
  once per day.
  Firestarter
  Duration: Instant
  Range: 20 feet
  Prerequisite: None
  This particularly deadly spell causes living targets to sponta-
  neously combust, engulfing the body in flames and searing heat.
  For every round the target remains engulfed in flames he suffers
  one Wound Level. The fire can be extinguished, however, by
  using the “stop, drop and roll” method (a successful Agility
  check minus any penalties from subsequent Wound Levels).
  Flash
  Duration: Instant
  Range: 25 feet
  Prerequisite: Illumination
  This spell allows the caster to create an instant, blinding flash of
  light. Such a flash will cause the target to become dazed for 1d3
  rounds and suffer a –1 penalty to all attack rolls.
  Hocus Pocus
  Duration: Instant
  Range: 25 feet
  Prerequisite: None
  Hocus Pocus (also known as Cantrip or Parlor Magic by some)
  allows the spell caster to perform small feats of magic mostly for
  effect, as they have no real purpose other than to amuse or
  impress. As an open-ended spell, Hocus Pocus allows the caster
  to perform such tricks as conjuring specks of dancing lights that
  swirl about the caster, causing every candle in a room to light
  simultaneously with a wave of the hand, or making small objects
  like coins and trinkets to disappear in thin air. The choices are
  only limited by the caster’s imagination. 
  4
  
  Illumination
  Duration: 10 minutes x Spell Rating
  Range: 20 feet
  Prerequisite: None
  This spell causes an object to glow with light in a 20-foot radius
  from the point of contact. An object imbued with Illumination
  cannot pierce an area shrouded in magical darkness.
  Life Sensing
  Duration: 1 minute
  Range: 50 feet
  Prerequisite: None
  When cast successfully, the character can determine the location
  and direction of any living being (animal or human) within a 50-
  foot radius of the caster. 
  Mind Reading
  Duration: Instant
  Range: Line of sight
  Prerequisite: Sense Truth
  A powerful spell, Mind Reading lets the caster read the subject’s
  mind. The spell works exclusively on human beings and can
  only detect surface thoughts, or those the target was just think-
  ing.
  Psychometry
  Duration: 30 seconds
  Range: Touch
  Prerequisite: None
  This spell allows the caster to gain impressions about an object
  or area. It is primarily used by law enforcement types to gather
  the history of an object used in a crime, or to gather information
  about past events at a crime scene. The visions gathered from
  the use of Psychometry are usually quick in nature and occur
  with no logical sequences. The GM should use this element to
  control the type and amount of information players will gain
  from the use of this spell. 
  Scrying
  Duration: 1 minute
  Range: Special
  Prerequisite: None
  This spell allows the caster to “see” or “hear” through solid
  objects (like walls) by projecting his senses. The range of this
  spell is determined the Spell Rating x 1 foot. Thus, if the caster
  has a Clairvoyance rating of 3, he can see or hear through 3 feet
  of solid material.
  Sense Magic
  Duration: 1 minute
  Range: 50 feet
  Prerequisite: None
  The caster can detect the use of magic in an area or on an object.
  He can also utilize this spell to detect magical ability in others.
  Sense Spirit
  Duration: Special
  Range: 20 feet
  Prerequisite: Spiritual Projection
  Characters with this spell can sense ghosts or the spiritual
  essence of another using Spiritual Projection. When successfully
  cast, the character knows that a spirit is in the general vicinity
  but cannot actually see the spirit form. The duration of this spell
  equals the Spell Rating x 1 minute.
  Sense Truth
  Duration: Instant
  Range: Line of sight
  Prerequisite: None
  When cast, the character can determine whether the target is
  being truthful or not. This spell will not, however, tell the caster
  the actual extent of the lie just that one was given.
  Slumber
  Duration: 1 minute x Spell Rating
  Range: 100 feet
  Prerequisite: None
  The slumber spell causes targets within a 15-foot radius of the
  spell target to fall asleep for a number of minutes equal to the
  caster’s Spell Rating. Those targeted with slumber can attempt to
  withstand its effects by making a successful Resist check.
  Solid Air Shield
  Duration: 1 round x Spell Rating
  Range: Self
  Prerequisite: None
  This protective spell creates an invisible, solid wall of air to
  form around the caster, thus protecting him from both melee and
  ranged weapons. Magical attacks can pierce the force field, how-
  ever. The spell provides the caster with an Armor Value of 3.
  Spectral Servant 
  Duration: Special
  Range: None
  Prerequisite: None
  This spell allows the caster to summon a minor apparition to
  perform menial tasks for the sorcerer. Many people summon a
  spectral servant to help with household chores, run errands,
  deliver brief messages, etc. Private investigators are particularly
  fond of spectral servants as they make an ideal assistant, per-
  forming duties the PI may not have time for. The downside,
  however, is that these otherworldly entities are not very intelli-
  gent, requiring instructions in exacting detail. And while the ser-
  vant can interact with corporeal objects, they cannot speak
  (unless instructed to relay a message, which they perform by
  mimicking the caster’s speech) and are not capable of independ-
  ent thought. 
  Spectral servants remain in service to the caster until their serv-
  ices are no longer required, in which case they are simply ban-
  ished.
  Spiritual Projection
  Duration: Special
  Range: None
  Prerequisite: None
  Spiritual Projection allows the caster to have an out-of-body
  experience, thrusting his essence and senses into the spiritual
  realm. With this ability, the caster can travel great distances and
  pass through solid objects, essentially becoming a ghost.
  5
  
  Additionally, the caster is invisible to others unless one possess-
  es the Sense Spirit spell. The amount of time that a caster can
  remain in this state is equal to the Spell Rating in hours. For
  every hour spent past his limit, the character suffers one Wound
  Level. Damage sustained by remaining in spirit form for too
  long can be healed by resting for a number of hours equal to the
  Wound Level.
  Summon the Dead
  Duration: Special
  Range: None
  Prerequisite: 
  With this spell, the caster may call forth hordes of undead equal
  to double his Spell Rating. The undead will arrive in 2d6 turns
  and are able to follow simple commands, but cannot communi-
  cate. The undead minions exist until destroyed. Their stats are as
  follows:
  Summon Spirit
  Duration: Special
  Range: None
  Prerequisite: Sense Spirit
  This spell allows the caster to summon the ghost of one departed
  for the afterlife; however, just because one is summoned doesn’t
  mean it will acquiesce to the wishes of the caster (unlike
  Spectral Servants, spirits retain the qualities they had in life). In
  order to bind a spirit to perform a service, the caster must make
  another successful Influence check. A single success is enough
  to control the spirit and can keep it around indefinitely.
  However, if the spirit is willing to perform the needed action (for
  instance, the spirit of a murdered man helping to locate his
  killer), a second Influence check is not needed
  While Hollywood uses ghosts to great effect, such as summon-
  ing dead playwrights to write the next blockbuster, for instance,
  unscrupulous types can use spirits for more nefarious deeds.
  Regardless, all spirits have the same abilities, listed below:
  Attack: A spirit can attack an enemy using the PCs Influence +
  Summon Spirit combo as its combat ability. A successful hit
  from a spirit has WA 0 and WR 1.
  Telekinesis: Spirits can move, carry, or throw objects up to the
  STR of the controlling PC times 10 in pounds. This could
  include knocking over an oil lamp, sliding the bolt on a door,
  throwing a heavy stone, etc.
  Incorporeal: Sprits can fly, pass through walls, etc. They also
  make great scouts and spies. 
  Materialize (ghosts only): The ghost takes solid form and has
  the stats, skills, and equipment it had in life. It can maintain this
  corporeal state for up to one hour, or until it is “killed” again.
  Then it goes back to being a ghost and can’t materialize until the
  next day. While the PC commands the ghost, it is still considered
  an NPC and likewise will not attempt any action it deems foolish
  or dangerous. The GM is responsible for determining the ghost’s
  relevant abilities.
  Wards
  Wards are a unique type of protective magic used to guard loca-
  tions from magic and prying eyes. For instance, a mob kingpin
  may cast a ward over his hideout, preventing government and
  law enforcement officials from unauthorized entry. Using wards
  works similar to other spells, in that you have to purchase a
  ward spell, which falls under the Influence stat. There are two
  types of wards: mundane and magical.
  Mundane wards prevent people from entering a location, but
  magic can still be used in the area, often breaching the mundane
  ward. For example, the mob kingpin’s hideout may be warded to
  prevent police from physically entering, but they could breach
  the ward via a spell such as Soul Projection. In order to success-
  fully protect a location from physical entry, the caster must make
  a successful Influence + Ward check. If successful, the ward’s
  Spell Rating becomes the Target Number penalty applied to any
  Skill Checks used to gain entry (lock picking, demolitions, etc).
  Magical wards hinder the use of magic in the general vicinity of
  and inside the protected area. In order to successfully ward a
  location, the caster must make a successful Influence + Ward
  check. If successful, the ward’s Spell Rating becomes the Target
  Number penalty applied to any Influence checks used when in
  the vicinity of a ward.
  Example: Guiseppe Bontano has just pulled off a successful jew-
  elry heist and stashed the loot in an underground vault. Hot on
  his trail is private eye Jack Holland, who eventually discovers
  the mob boss’ secret hideout. Unable to enter the vault through
  conventional means, Holland casts Spiritual Projection, knowing
  that his spiritual essence can penetrate the thick steel walls. To
  his dismay, however, the private eye discovers that Bontano has
  secured his vault with a magical ward. Bontano’s ward’s spell
  rating is 3, so Holland must apply a –3 modifier to his Target
  Number if he wishes to enter the vault magically.
  6
  Undead Minions
  STR 5. All other stats equal 1
  Skills: None
  In combat, undead minions don’t roll INITIATIVE; they act
  once – last in the round. Should an undead minion make a
  success attack, it has a WR 3. All weapons have a WR of 1
  against an undead minion.  Undead minions are destroyed
  when they reach their final wound level. If their heads are
  separated from their bodies, they can’t be resurrected again.
  
SOURCE: textdata/thevault/Mean Streets/Mean Streets That Old Black Magic.pdf