TEXT: Magic is very powerful effect in a modern setting.
  Nothing can be more influential to a game.  But can
  you imagine what a world would be like if the foulest,
  devious and violent individuals could cast magic
  spells? If you couldn’t then this PDF is for you. This
  book is designed for the use of players and Game
  Masters (GM).  Like with all d20 supplements it is the
  duty of the GM to determine what material is appro-
  priate in their campaign.  Player’s may argue for the
  inclusion of some (or all) of the material in this book
  into their current campaign but as always the GM is
  the final arbiter of the rules used in his games.
  Convulsion
  Necromancy 
  Level: Mage 4; Casting Time: 1 action; Range:
  Close (25 ft. + 5 ft. / 2 levels); Duration: 1 round / 2
  levels; Target: D4 individuals; Components: V, S;
  Saving Throw: Will negates; Spell Resistance: Yes 
  This spell overloads an individual’s nervous system
  causing all of their muscles to spasm uncontrollable
  and cramp up in extreme pain.  All victims of this
  spell will suffer from a -4 to all rolls for the duration
  of the spell.  During the duration of the spell they
  urban  magica  2
  Requires  the  use  of  the  d20  Modern™  Roleplaying  Game,  published  by  Wizards  of  the  Coast,  Inc.
  A  d20  Modern  Spellbook
  Written  by  Louis  Porter  Jr.
  victim not able to perform any complex actions, only
  free actions and any objects or weapons they may
  have in their hand they will drop them and can not
  carry them. 
  Copykat
  Conjuration (Creation)
  Level: Mage 4; Components: V, S, M; Casting time:
  1 action; Range: Touch; Effect: Creates a duplicate of
  one nonmagical object, up to 2 cu. ft./level; Duration:
  See text; Saving throw: Will negates (see text); Spell
  resistance: Yes
  With his spell you are able to make an exact copy of
  an object that you touched recreating it in every exact
  detail making it indistinguishable from the original.  If
  the object is in the possession of another creature then
  it is entitled to a saving throw to avoid the effect and
  any spell resistance applies.  Items with magical
  writing (such as spellbooks) or runes upon them are
  considered magic items for this spell and thus may not
  be duplicated.  The duration of this spell is equal to
  the Mage’s INT +1 in hours.
  
  Force Trap
  Abjuration
  Level: Mage 4; Components: V, S, M; Casting Time: 10
  minutes; Range: Touch; Target: Object touched; Duration:
  Permanent until discharged (D); Saving Throw: Reflex half
  (see text); Spell Resistance: Yes
  Force trap creates an explosion of Force when an intruder opens
  the item that the trap wards. The Force trap can ward any
  closeable item. When casting Force trap, the caste picks a point
  on the item as the spell’s center. When someone other than the
  caster opens the item, the resulting explosion fills the area
  within a 5-foot radius around the spell’s center. The Force blast
  deals 1d4 points of force damage +1 point per caster level. The
  item protected by the trap is not harmed by this explosion. The
  warded item cannot have a second closure or warding spell
  placed on it. An unsuccessful dispel magic spell does not deto-
  nate the spell. The caster can use the trapped object without
  discharging it, as can any individual to whom the spell was
  specifically attuned when cast. “Attuning” to an individual
  usually involves denoting a password that the caster can share
  with friends. A successful Search check (DC 29) finds an Force
  trap, and a successful Disable Device check (DC 29) safely
  removes it. 
  Material Components: Purchase DC 10.
  Funky Ass Smell
  Conjuration (Creation )
  Level: Mage 2; Components: V, S; Casting Time: 1 action;
  Range: Close (25 ft. +5 ft./2 levels); Effect: Cloud that spreads
  to fill a 10 ft. radius, 10 ft. high; Duration: 1 round/level;
  Saving Throw: Fortitude negates; see text; Spell Resistance:
  Yes
  Funky Ass Smell creates a bank of fog with the vapors that are
  stomach-turning, revolting and impossible to take and will
  become nauseated. This condition lasts as long as the creature is
  in the cloud and for 1 round after they leave it.  
  Oil Slick
  Conjuration (Creation)
  Level: Mage 2; Components: V, S; Casting Time: 1 action;
  Range: Medium (100 ft. + 10 ft./level); Target or Area: One
  object or a 20-ft. square; Duration: 1 round/level (D); Saving
  Throw: See text; Spell Resistance: No
  An Oil Slick spell covers a solid surface with a layer of slippery
  oil and grease. Any creature in the area when the spell is cast
  must make a successful Reflex save or fall. This save is
  repeated on your turn each round that the creature remains
  within the area. A creature can walk within or through the area
  of oil at one-forth normal speed with a DC 15 Balance check.
  Failure means it can’t move that round (and must then make a
  Reflex save or fall), while failure by 5 or more means it falls
  (see the Balance skill for details). This spell can not also be
  used to create an oily coating on an item. 
  Napalm
  Evocation [Fire]
  Level: Mage 4; Components: V, S; Casting Time: 1 action;
  Range: Medium (100 ft. + 10 ft./level); Area: 20-ft.-radius
  spread; Duration: Instantaneous; Saving Throw: Reflex half;
  Spell Resistance: Yes
  A napalm spell hit is target and then explodes and deals 1d12
  points of fire damage per caster level (maximum 5d12) to the
  targeted individual.  The explosion fragments sprays out super
  heated napalm to all those with 20-ft.-radius spread.  All those
  within the range of the effect of this spell must make a Reflex
  save or hit by the super heated napalm fragments that deal 1d8
  points of fire damage per caster level (maximum 5d8).
  Following the initial round of damage, all effected by this spell
  must make a Fortitude roll for the napalm to extinguish.  If an
  individual fails this roll, they will continue to take damage from
  this spell, but the damage will be reduced.  For each round after
  the initial round; all damage is reduced by 1 dice and dice level.
  This will continue to the dice reaches zero or dice level goes
  lower than d4.
  Example: If a target is hit by a napalm spell and fails their
  Reflex save, the initial round they will take 5d12 points of fire
  damage; The following round the target fails their Fortitude
  roll, and the target takes 4d10 points of fire damage from the
  effect of the spell; The next round the target fails the Fortitude
  again and suffers 3d8 points of fire damage; and so forth.
  The napalm will set fire to combustibles and damages objects in
  the area.
  Resist Force
  Abjuration
  Level: Acolyte 2, Mage 2; Components: V, S, DF; Casting
  Time: 1 action; Range: Touch; Target: Individual touched;
  Duration: 10 minutes/level; Saving Throw: Fortitude negates
  (harmless); Spell Resistance: Yes (harmless)
  This abjuration grants an individual limited protection to
  damage from Force. The individual gains Force resistance 10,
  meaning that each time the individual is subjected to such
  damage (whether from a natural or magical source), that
  damage is reduced by 10 points before being applied to the indi-
  vidual’s hit points. The value of the Force resistance granted
  increases by 5 points for every three caster levels above 3rd.
  The spell protects the recipient’s equipment as well. Resist
  Force absorbs only damage. The character could still suffer
  unfortunate side effects.
  Stepped On
  Abjuration
  Level: Acolyte 2, Mage 2; Components: V, S; Casting Time:
  1 action; Range: Medium (100 ft. + 10 ft./level); Target or
  Area: One spellcaster, creature, or object; or 20-ft.-radius burst;
  Duration: Instantaneous; Saving Throw: None; Spell
  Resistance: No
  PAGE  2
  D20  MODERN
  
  With this spell you are able to temporarily reduce the effective-
  ness, also known as “stepped on” in urban terms, of any spell
  that is currently in effect or ongoing, with in the range of this
  spell. A stepped on spell will reduce all effects of a spell by
  half, including damage and time duration and area effect.
  Stepped on can effect spell-like effects just as it does spells.
  One object, creature, or spell is the target of the stepped on
  spell. You make a stepped on roll (1d20 + your caster level,
  maximum +10) against the spell or against each ongoing spell
  currently in effect on the object, area or individual. The DC for
  this stepped on check is 11 + the spell’s caster level. If you
  succeed on a particular check, that spell is reduced by half; if
  you fail, that spell remains in effect. If the object that you target
  is a magic item, you make a dispel check against the item’s
  caster level. If you succeed, all the item’s magical properties are
  reduced for 1d8 rounds, after which the item recovers on its
  own. You automatically succeed on your stepped on check
  against any spell that you cast yourself.
  Thicker than Blood
  Necromancy
  Level: Mage 3; Components: V, S; Casting Time: 1 action;
  Range: Close (25 ft. + 5 ft./2 levels); Targets: One opponent;
  Duration: Instantaneous; Saving Throw: Fortitude negates;
  Spell Resistance: Yes
  With this spell a caster will cause the target blood to coagulate,
  in laymen terms thicken to the consistence of thick jello, and
  will cause severe damage to the target.  The coagulation of the
  blood will cause the target a number of points of damage equal
  to 5 times the caster’s level.
  Thunder Bullets
  Conjuration (Creation) [Sonic]
  Level: Mage 4; Components: V, S; Casting Time: 1 action;
  Range: Medium (100 ft. + 10 ft./level); Effect: Six Bullets;
  Duration: Instantaneous; Saving Throw: None; Spell
  Resistance: Yes
  When casting this spell you will covert norm bullets to those
  made out of pure sonic energy.  These bullets can be used as
  normal but when it strikes a target, the target takes 3d6 points of
  sonic energy damage.  In addition, the thunder bullet leaves the
  target deaf for 1d6 rounds unless he succeeds at a Fortitude
  save.
  Toss the Room
  Divination
  Level: Acolyte 2, Mage 2; Components: V, S; Casting Time: 1
  action; Range: 60 ft.; Area: Cone-shaped emanation;
  Duration: Concentration, up to 1 min./level (D); Saving
  Throw: None; Spell Resistance: No
  You can detect concealed, hidden or secret doors, compart-
  ments, caches, and so forth. Only passages, doors, or openings
  that have been specifically constructed to escape detection are
  detected by this spell. The amount of information revealed
  depends on how long you study a particular area or subject.
  •
  1st Round: Presence or absence of concealed, hidden
  or secret doors.
  •
  2nd Round: Number of concealed, hidden or secret
  doors and the location of each. If an aura is outside
  your line of sight, then you discern its direction but not
  its exact location.
  •
  Each Additional Round: The mechanism or trigger
  for one particular concealed, hidden or secret portal
  closely examined by you. Each round, you can turn to
  detect concealed, hidden or secret doors in a new area.
  The spell can penetrate barriers, but 1 foot of stone, 1
  inch of common metal, a thin sheet of lead, or 3 feet of
  wood or dirt blocks it.
  Ziplock
  Evocation [Force]
  Level: Mage 5; Components: V, S, M; Casting Time: 1 action;
  Range: Close (25 ft. + 5 ft./2 levels); Area: 10-ft. cube;
  Duration: 10 minutes/level (D); Saving Throw: None; Spell
  Resistance: No
  This spell creates an immobile, transparent plastic-like material
  as an area of containment or prison with 10-foot cube with no
  way in and no way out. Solid walls of force form all of its sides.
  Individuals within the area are caught and contained unless they
  are too big to fit inside, in which case the spell automatically
  fails. Dimension Door or Passwall provide a means of escape
  from this spell. A dispel magic spell can be used on this spell to
  dispel it.
  Material Component: A plastic bag
  Artwork: Rowan Dodds
  d20 Modern™ is a trademark of Wizards of the Coast, Inc., a
  subsidiary of Hasbro, Inc., and is used with permission. Wizards
  of the Coast® is a registered trademark of Wizards of the Coast,
  Inc., a subsidiary of Hasbro, Inc., and is used with permission.
  ‘d20 System’ and the d20 System logo are trademarks of
  Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are
  used with permission.
  PAGE  3
  D20  MODERN
  All text on all pages is Open Game Content as 
  defined by the Open Gaming License. See 
  page 4 for more iinformation.
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
  Inc. 
  Modern System Reference Document Copyright 2002-2003, Wizards
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
  Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Urban Magica 2, Copyright 2004, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Urban Magica 2.pdf