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Modern Spells
\pagebreak ### Modern spells Optional spells for modern campaigns. ## New Spells ##### Cantrips On/Off
Arcane Graffiti
Glitch
Psychic Paper ##### 1st level Infallible Relay Remote Access
Dataread
Technomancy
Recharge ##### 2nd level Arcane Hacking Digital Phantom Find Vehicle
Degauss
Relay Text ##### 3rd LEVEL Haywire Invisibility to Cameras Protection from Ballistics
Burglar's Buddy
Discharge
Synchronicity ##### 4 TH L EVEL Conjure Knowbot Synchronicity System Backdoor
AntiTech Magic Circle ##### 5 TH LEVEL Commune with City Shutdown
Instant Connectivity #### Arcane Graffiti **Conjuration Cantrip** **Components: V, S** **Casting Time: 1 Action** Range: 5 ft. ___ This spell allows you to inscribe your personal rune or a short message, which can be no larger than 2 feet tall and consist of no more than six words, on a nonliving creature or object. The writing can be visible or invisible. An arcane graffiti spell enables you to etch the words upon any substance even stone or metal without harming the material upon which the mark is placed. If invisible graffiti is made, the casting of any spell or use of any spell-like ability within 30 feet causes the words to become visible for 5 rounds. The mark cannot be dispelled, but it can be removed by the caster or with a clean spell. \columnbreak #### Arcane Hacking **2nd level transmutation technomagic** **Casting Time: 1 action** **Range: Self** **Components: V, S, M hacking tools** **Duration: Concentration, up to 1 hour** ___ You gain advantage on all Intelligence checks using hacking tools to break software encryption or online security when using a foreign system. This spell also allows you to break 2nd level and lower protective spells such as arcane lock or glyph of warding by making an Intelligence check using hacking tools against the spell save DC of the spells caster. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can attempt to counteract a spell set to secure the foreign system if the spells level is equal to or less than the level of the spell slot you used. #### ANTITECH MAGIC CIRCLE **4th-level abjuration** **Casting Time: 1 action** **Range: 10 feet** **Components: V,S, M powdered copper worth at least 100 gp, which the spell consumes** **Duration: 1 hour** You create a 10ft-radius, 20ft-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. While active, robots and cyborgs can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation to do so, it must first succeed on a Charisma saving throw. Robots and cyborgs creatures suffer disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder cant be charmed, frightened, or possessed by robots and cyborgs. When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a robot or cyborg from leaving the cylinder and protecting targets outside it. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases by 1 hour for each slot level above 4th. #### Burglar's Buddy **3rd-level illusion (technomagic)** **Casting Time: 1 action** **Range: Self (10-foot radius)** **Components: V, S, M (a camera lens cover)** **Duration: 1 minute** You create a magical area around you, suppressing all mechanical or electronic intrusion alarms and alarms sensors in the area. Burglar alarms or other intrusion alarms within the affected area simply fail to function; sensors for intrusion alarm systems (such as motion detectors, IR detectors, pressure sensors, electric eyes, and so forth) also fail to function, sending no signal to monitoring stations. Video surveillance devices stop sending whatever the image they were photographing the moment when the spell was cast. \pagebreak #### Commune with City **5th level divination ritual** **Casting Time: 1 minute** **Range: Self** **Components: V, S** **Duration: Instantaneous** You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - Terrain and bodies of water - Prevalent buildings, plants, animals, or intelligent creatures - Powerful CR 1 or higher celestials, fey, fiends, elementals, or undead - Influences from other planes of existence - Electrical currents, wireless signals, and active transit lines and tracks For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks. #### Conjure Knowbot **4thClevel conjuration technomagic** **Casting Time: 1 action** **Range: Touch** **Components: V, S** **Duration: 10 minutes** You touch a single computerized device or computer system to conjure a knowbot—a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses including your proficiency with hacking tools, if applicable . You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond. The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spell s duration expires. At Higher Levels. When you cast this spell using a spell slot of 5th level, the spell s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires. \columnbreak #### Dataread **1st-level divination (technomagic)** **Casting Time: 1 action** **Range: Touch** **Components: V, S** **Duration: Concentration, up to 1 minute** You run your finger over any machine-readable data source (a barcode, a computer disk, a USB drive, or any similar record) to understand the content of the data. You experience the data as it would normally be experienced through an appropriate machine. For example, if reading a USB with music, you hear the music in your head. If reading a word processor file, you visualize and read an image of the page. If reading a barcode, you see the serial number, pricing information, or other barcoded data. The amount of time required to experience the data is the same as that required to read it by conventional means. You can normally read 2 pages of documents in 1 minute. This spell does not decode encrypted data. Without the encryption code, an encrypted document or file appears as a seemingly random string of characters. If you know the encryption code, however, you can read encrypted data normally with this spell. At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for 10 minutes. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for 1 hour. #### Degauss **2nd-level transmutation (technomagic)** **Casting Time: 1 action** **Range: Touch** **Components: V, S** **Duration: Instantaneous** By touching a single device that contains electronic files, such as a computer, external hard drive, USB flash drive, or magnetic disk, you erase all files on that device. The device is rendered empty of data. #### Digital Phantom **2nd level abjuration technomagic** **Casting Time: 1 action** **Range: Self** **Components: V, S, M a small piece of copper wire** **Duration: Concentration, up to 1 hour** This spell works to actively hide your presence within a computer system. For the spells duration, you and any other users you choose on your local network gain a +10 bonus to Intelligence checks to avoid detection by administrators, knowbots, tracking software, and the like. Whenever you and your chosen users leave any computer system you are working in while this spell is in effect, all trace of your previous presence in that system is erased \pagebreak #### DISCHARGE **3rd-level abjuration** **Casting Time: 1 action** **Range: 150 feet** **Components: V,S** **Duration: Instantaneous** Discharge dissipates the charges from one device. If the spell targets an item with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds. If the target is a robot or cybernetically enhanced, the creature must succeed on a Constitution saving throw or it suffers disadvantage on ability checks and attack rolls for 1 minute. An affected creature can make a new Constitution saving throw at the end of each of its turns. On a success, the effect of the spell ends. At Higher Levels. When you cast this spell using a spell slot of 5th level, you double the number of technology items you affect for each spell slot level over 4th level. #### Glitch **Conjuration Cantrip** **Components: V, S** **Casting Time: 1 Action** **Range: 30 ft.** **Duration: 6 seconds** ___ This spell allows you to make an electronic device play up in a minor way such as to frustrate the user or disable something for a 6 second period. #### Find Vehicle **2nd level conjuration** **Casting Time: 10 minutes** **Range: 30 feet** **Components: V, S** **Duration: 8 hours** You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish your choice in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister looking front grille. You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle. If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear. You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.
##### Find Vehicle | Spell Level | Type | Location | Creature carrying capacity | |:---:|:---:|:---|:---:| | 2nd | Non-military | Land | 2 | | 3rd |Non-military | Water | 4 | | 4th |Non-military | Air | 6 | | 5th | Any* | Any* | Any* | *To the DM's approval.
#### TECHNOMANCY **1st-level divination ritual** **Casting Time: 1 action** **Range: Self** **Components: V,S, M oil stirred with a coil of wires** **Duration: Concentration, up to 10 minutes** For the duration, you detect the presence of technology within 30 feet of you. You can use your bonus action to see a faint aura around any visible creature or object in the area that is technology, and you learn its rough function weapon, pharmaceutical, robot, etc… Using this spell grants you advantage on your first Intelligence check made to understand how to use a technology item. This spell can penetrate most barriers, but it is blocked by 1 foot of stone or 3 feet of wood or dirt. #### Haywire **3rd level enchantment technomagic** **Casting Time: 1 action** **Range: 90 feet** **Components: V, S Duration: Concentration, up to 1 minute** This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10 foot radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell. At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect. - 1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted. - 2–4: The device does not function. - 5: The device experiences a power surge, causing an electric shock to the wielder if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. - 6: The device is usable as normal. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd. \pagebreak #### Instant Connectivity **5th-level conjuration (technomagic)** **Casting Time: 1 action** **Range: 10 feet** **Components: V, S, M (a device connected to internet worth at least 100 gp)** **Duration: Instantaneous** With the aid of instant messaging software, you physically transport the subject or subjects from one place to another. If several willing creatures link hands in a circle, up to eight creatures can be affected by the spell at the same time. At least one of the creatures affected must be touching a computer with Internet connection. The targets must be sent to a specific computer that is currently active online. Instant connectivity causes the targets to appear in the room from which the receiving device is, automatically gaining surprise on anyone else in that room. You must have seen the receiving device for at least 1 minute from 5 feet or less to be able to target that device. If any of the devices have some kind of security (or if the device is in a secure network), the spell cannot be casted until the security is disabled. #### Infallible Relay **1st level divination technomagic** **Casting Time: 1 minute** **Range: Self Components: V, S, M a mobile phone** **Duration: Concentration, up to 10 minutes** With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails. The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spells duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation. #### Invisibility to Cameras **3rd level illusion technomagic** **Casting Time: 1 action** **Range: 10 feet** **Components: V, S, M a scrap of black paper** **Duration: Concentration, up to 1 minute** Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the targets person. The targets remain visible to vision. \columnbreak #### On/Off **Transmutation cantrip technomagic** **Casting Time: 1 action** **Range: 30 feet** **Components: V, S** **Duration: Instantaneous** This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software based shutdown sequence to activate or deactivate cannot be affected by on/off. At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, you can 'restart' a device with a software shutdown sequence that is currently running. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being restarted. #### Psychic Paper **Illusion cantrip** **Casting Time: 1 action** **Range: Touch** **Components: V, S, M (a small card or slip of paper)** **Duration: Concentration, up to 1 minute** You touch a small card or slip of paper appear to be a valid identification card of your choosing. The card bears your name, likeness, and all other data expected by anyone examining such a card. However, it is only visually accurate and does not contain any valid machine-readable data or electronic coding. You cannot use this spell to make an electronic passkey. A creature can see through this illusion with an Intelligence check. (DC 14) #### Protection from Ballistics **3rd level abjuration** **Casting Time: 1 action** **Range: Touch** **Components: V, S, M a shell casing** **Duration: Concentration, up to 10 minutes** This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage. \pagebreakNum #### RECHARGE **1st-level evocation** **Casting Time: 1 action** **Range: Touch** **Components: V,S, M (Any electrical source)** **Duration: Instantaneous** You restore up to 10 charges to a device or item. If you recharge a battery, there is a 20% chance that the battery is destroyed by the attempt. If you restore more charges than the item can hold, the creature holding the item must succeed at a Dexterity saving throw or take 1d6 points of lightning damage for each excess charge. This spell provides no knowledge of how many charges an item can safely hold, but you can choose to bestow fewer charges than the maximum allowed to reduce the risk; you must declare how many charges you are restoring before casting this spell. #### Remote Access **1st level transmutation technomagic** **Casting Time: 1 action** **Range: 120 feet** **Components: V, S** **Duration: 10 minutes** You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can use remote access with only one device at a time. #### Relay Text **2nd-level transmutation (technomagic)** **Casting Time: 1 action** **Range: Unlimited** **Components: V, S** **Duration: Instantaneous** You cause a text message of up to 25 words to appear on the screen of an electronic device capable of receiving such messages, such as a smartphone, tablet, or computer. If the device is turned on, the message appears instantly; if not, the message appears as soon as someone turns it on. The message remains onscreen until read, then disappears, leaving no electronic record of its appearance. You must have seen the device to send a message to it. #### Shutdown **5th level transmutation technomagic** **Casting Time: 1 action** **Range: 120 feet** **Components: V, S** **Duration: Concentration, up to 1 minute** This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted. #### Synchronicity **3rd level enchantment** **Casting Time: 1 action** **Range: Touch** **Components: V, S** **Duration: Concentration, up to 1 hour** The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isnt inconvenienced by mundane delays of any sort. Traffic lights are always green, theres always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the targets movement are made with disadvantage. Synchronicity grants advantage to Dexterity Stealth checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle. In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other. #### System Backdoor **4th level transmutation technomagic** **Casting Time: 1 minute** **Range: Personal** **Components: V, S, M hacking tools** **Duration: Concentration, up to 1 hour** This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower. Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spells level is equal to or less than the level of the spell slot you used. \pagebreakNum
Aj's 5e D20 Modern
The biggest shoutout to all those people who have been involved in the collation, playtesting and editing of all this information. This whole project was just me bringing together a bunch of info from a ton of creative people and adding my own spin on it. I hope if you find this information it makes your Modern d20 game easy! Cover Art: [MWayneMiller.com](https://i.pinimg.com/originals/bc/48/1e/bc481e90587d4ee3bcefbe63af76ac10.jpg)
Any art or information in this is only for homebrew use, not to be sold or distributed as most of it belongs to WOTC let's be honest. If you use this document anywhere I'd love a shoutout!
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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##### Heavily Inspired by.
d20 modern - Wizards of the Coast
Edward Wilson https://drive.google.com/drive/u/0/folders/0Byx44op3KqQ2flhIV1pKSzRIbFBtbjk4T0xOTlNzVi0yTEpRREV4ZnZCNjJWd25GOFR5VW8
Decision Paralysis... ...Reddit: u/Altavus ...Twitter: @DillTheHerb
https://dungeonmusings.wordpress.com/tag/5th-edition-dd-spells/?fbclid=IwAR0aSyCVbvQJNV_IM7hhhDD_TtrDz-fhZNjK_9kFS3O-qRwAWgBqXcaa7xU
https://draco-homebrew.blogspot.com/2017/08/blog-post.html?m=1&fbclid=IwAR2UIapWpgdh6_hYeGmrIHX5TDOULXml7nWrxTKucnQE7LTIGqqMoCV34t4
https://www.reddit.com/r/UnearthedArcana/comments/6v0v3l/modern_handbook_v10_29_pages_of_modern_subclasses/