You are on page 1of 7

13 Occult

Materials
by James Maliszewski
Special thanks to Jeff Wilson for ideas and inspiration.

Introduction
The occult world is a hidden one. The aver- future that awaits Earth and its inhabitants,
age person never realizes that it exists at all, let human and otherwise.
alone that it is in the grips of mighty wars, the
likes of which have not been seen since the
Renaissance at least. The combatants in these HOW TO USE THIS PRODUCT
wars use many weapons and defenses, again, 13 Occult Materials can be used in a variety
most of which the average person would not of ways, depending on the type of campaign the
recognize as being mystical, magical, or Game Master wants. The simplest and most
even unusual. There are a variety of reasons for straightforward use is to create treasure for
this ignorance and among the most significant the heroes to find. Instead of finding merely an
are the so-called occult materialswondrous ancient dagger, for example, they might find a
substances from which items of power can be cold iron daggervery useful in battling fey
made. Like most things in the occult world, creatures. The materials presented here provide
these materials hide their true nature and enable the GM with the means to create magical
shadow warriors to act with less fear that they items that dont use overt FX, thereby allowing
will attract attention to themselves or the secret their abilities to remain truly hidden from the
societies to which they belong. Mysterious, rare, wider world. If the GM allows flashier magic, of
and coveted, occult materials keep the occult course, these materials can be in conjunction
wars raging, both as supplies and as prizes to be with such FX to create even more potent items.
won. Though not as flashy or memorable as In campaigns where the characters come to
occult artifacts or alien devices, they are never- understand the true nature of occult forces, they
theless an important component in the uncertain might also learn to manipulate those forces

Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.
Modern 13 Occult materials
themselves. In such cases, they might use these made public, would undoubtedly undermine much of
materials to craft their own magical items to aid what humanity has come to accept as the truth.
them in the battles of the occult wars. Even in this However he chooses to use them, the thirteen
case, these materials should be rare and difficult to occult materials are strange and wondrous things.
obtain. After all, if they were common, science Any one of them can and should be the basis for
would know of their existence. For various reasons, equally strange and wondrous adventures on the
all of the materials described hereafter escape the frontlines of the occult wars of the early 21st century.
notice of science and, were their existence to be

The Materials
The occult materials presented here use the fol- 2/ if its medium armor, and 3/ if its heavy armor.
lowing format: Adamant is so costly that weapons and armor made
Name: The name of the material, including alter- from it are always of mastercraft quality; the master-
nate names, if any. craft cost is included in the prices given below. Thus,
Origin: The provenance of the material, includ- adamantine weapons and ammunition have a +1
ing any details of importance to occult races, conspir- enhancement bonus on attack rolls, and the armor
acies, or events throughout history. check penalty of adamantine armor is lessened by 1
Game Mechanics: Rules for using the material in compared to ordinary armor of its type. Items without
a D20 Modern Roleplaying Game adventure or cam- metal parts cannot be made from adamant. An arrow
paign. could be made of adamant, but a quarterstaff could
not.

ADAMANT Only weapons, armor, and shields normally made


of metal can be fashioned from adamant. Weapons,
armor, and shields normally made of steel that are
Origin: Adamant is perhaps the hardest metal
present on Earth. At the very least, it is the hardest made of adamant have one-third more hit points than
metal ever discovered and its quantities are small normal. Adamant has 40 hit points per inch of thick-
enough that few know of its existence. The kinori are ness and hardness 20.
the first recorded miners of adamant, using bases in Type of Adamantine Item
central Africa (where the largest deposits are found) to Purchase DC Modifier
extract the valuable metal. Once these aliens retreated Ammunition +2
into their subterranean lairs, their extraction of Light armor +3
adamant actually increased, at least until their culture Medium armor +4
began its slow decline. Even so, kinori stores of Heavy armor +5
adamant are the largest in the world. Their allies, such Weapon +3
as the Prieur de Sion (see Thirteen Conspiracies,
also from Ronin Arts, for more information), have
ready access to it as well. Smaller deposits of adamant
are found elsewhere in the world (such as Siberia and
ATLANTEAN CRYSTAL
Origin: Atlantean crystal is a rare type of miner-
the Yukon), where rival forces in the occult wars bat-
al associated with the lost continent of Atlantis (see
tle to secure it for themselves.
Occult Heroes, also from Ronin Arts, for more infor-
Adamant adds to the quality of a weapon or armor mation on Atlantis and the Atlanteans). Atlantean
constructed from it. Weapons fashioned from adamant crystal wasand isrenowned for its strength and its
have a natural ability to bypass hardness when sun- psionically resonant nature. Many items were con-
dering weapons or attacking objects, ignoring hard- structed from this wondrous material and the
ness less than 20. Armor made from adamant grants Atlanteans traded it with other cultures (including
its wearer damage reduction of 1/ if its light armor,

2 of 7
Modern 13 Occult materials
extraterrestrials) in exchange for goods they lacked.
With the destruction of Atlantis, Atlantean crystal has
become exceedingly rare. No new deposits of it are
HIHIIROKANE
Origin: Hihiirokane is a strange silvery-black
known to exist, although it is possible some exist deep metal whose existence is not widely known outside
within the Earth, unknown even to the last surviving of Japanese occult circles. According to legend, the
Atlanteans. For the most part, obtaining this won- metal fell from the heavens as a gift from the gods.
drous crystal requires contact with an Atlantean This has led some occultists to speculate that it is
colony (including Poseidonis in the Atlantic Ocean). another form of meteoric iron or perhaps even quin-
Game Mechanics: A psionic wielder of an tessence (see below for both). Its qualities are very
Atlantean crystal weapon can focus psionic power different than that of either, however, making both
through it, increasing the damage that weapon deals. theories somewhat less than satisfactory. Whatever
As a free action that does not provoke attacks of its true origin, hihiirokane has long been associated
opportunity, the wielder can channel psionic power with imperial and priestly bloodlines. Weapons and
into a melee weapon or ranged weapon made of religious artifacts are among the most common
Atlantean crystal. For 2 power points, the deep crystal items made from it, as are regal paraphernalia.
weapon deals an extra 2d6 points of damage. The Agents of the Kokuryukai (see Thirteen
weapon will stay charged for 1 minute or until it Conspiracies for more information) sometimes
scores its next hit. Bows, crossbows, slings, and have weapons and other equipment crafted from
firearms bestow this power on their ammunition. All hihiirokane.
missile weapons lose this effect if they miss. Game Mechanics: Weapons made from hihi-
However, they may be recovered and charged again. irokane do an additional 1 point of electrical dam-
Any weapon made of Atlantean crystal adds +3 to age per hit, while armor made from hihiirokane
its Purchase DC. Any item could potentially be made gains electrical resistance 2. Both effects are cumu-
out of Atlantean crystal. lative with other electricity-based damage or resist-
Atlantean crystal has 30 hit points per inch of ance.
thickness and a hardness of 10. Hihiirokane has 10 hit points per inch of thick-
ness and hardness 12.
COLD IRON Type of Hihiirokane
Item Purchase DC Modifier
Origin: This iron, mined deep underground,
Ammunition +2
known for its effectiveness against fey creatures, is
forged at a lower temperature to preserve its delicate Weapon +3
properties. Cold iron is not uncommon, having been Armor +4
widely used since at least the late Classical Age. Most
occult groups and races with access to the subter-
ranean world beneath the Earth probably also have
METEORIC IRON
access to cold iron. The Vehmgerichte and Society of Origin: Meteoric iron is a very rare silvery,
St. Albert (see Thirteen Conspiracies for more infor- glistening metal that is lighter than iron but just as
mation) both regularly employ cold iron weapons in hard. When worked like steel, it becomes a wonder-
their battles against evil. ful material from which to create armor and is occa-
Game Mechanics: Weapons made of cold iron sionally used for other items as well. As its name
cost twice as much to make as their normal counter- suggests, meteoric iron owes its origin to meteors
parts. Items without metal parts cannot be made from from outer space. It is thus in rather short supply on
cold iron. An arrow could be made of cold iron, but a Earth, but can (at least in theory) be found any-
quarterstaff could not. A double weapon that has only where. Because of its provenance, the Freemasons
half of it made of cold iron increases its cost by 50%. (see Thirteen Conspiracies for more information)
are quite interested in meteoric iron, although more
Cold iron has 30 hit points per inch of thickness
for study than for actual use.
and hardness 10.

3 of 7
Modern 13 Occult materials
Game Mechanics: Most meteoric iron armors Game Mechanics: Paut armor naturally adjusts
are one category lighter than normal for purposes of its shape to suit its wearer better. After wearing the
movement and other limitations. Heavy armors are armor for a total of one week, the armors maximum
treated as medium, and medium armors are treated Dexterity bonus to Defense increases by an amount
as light, but light armors are still treated as light. equal to the wearers Charisma bonus (if any). The
Spell failure chances for armors and shields made armor check penalty likewise decreases by an
from meteoric iron are decreased by 10%, maxi- amount equal to the wearers Charisma bonus (if
mum Dexterity bonus is increased by 2, and armor any). The armors spell failure chances remains
check penalties are lessened by 3 (to a minimum of unaffected.
0). Melee weapons made from paut deal additional
An item made from meteoric iron weighs half as damage per hit equal to the wielders Charisma
much as the same item made from other metals. In bonus (if any). Ranged weapons and ammunition
the case of weapons, this lighter weight does not can be made from paut, but do not exhibit this spe-
change a weapons size category or the ease with cial characteristic.
which it can be wielded (whether it is light, one- All items made from paut repair damage done to
handed, or two-handed). Items not primarily of them at a rate equal to their current owners
metal are not meaningfully affected by being par- Charisma bonus (if any) per round. Items reduced to
tially made of meteoric iron. (A longsword can be a 0 hit points, however, cease to self-repair and are
meteoric iron weapon, while a scythe cannot be.) destroyed.
Weapons or armors fashioned from meteoric Paut has 20 hit points per inch of thickness and
iron are always mastercraft items as well; the mas- 12 hardness.
tercraft cost is included in the prices given below. Type of Paut Item Purchase DC Modifier
Meteoric iron has 30 hit points per inch of Weapon +3
thickness and hardness 15. Light Armor +3
Type of Meteoric Medium Armor +4
Iron Item Purchase DC Modifier Heavy Armor +5
Light armor +3 Other Item +3/lb.
Medium armor +3
Heavy armor
Shield
+4
+2 PHLOGISTON (TRUE PHLOGISTON)
Other items +2/lb. Origin: The name phlogiston was used in the
17th and 18th centuries to describe a mysterious,

PAUT invisible substance contained in all flammable


materials. Anything that burned did so by virtue of
Origin: Paut is a strange whitish, malleable the phlogiston contained within it. In time, phlogis-
material that owes its present existence to Atlantean ton was banished to scientific limbo along with
magical technology by way of ancient Egypt. Paut ether (see quintessence below)or rather an impos-
is reputed to be a living substance, imbued with its tor was. True phlogiston, as any occultist will
own spirit (or ka), and theres some reason to explain, is not dark matter to plug a whole in bad
believe this, as paut exhibits some characteristics of scientific theory; it is a form of solid fire found
living things, most notably growth and healing. Paut deep within the Earth. It was not until the 20th cen-
can be used to create weapons and armor, but the tury that true phlogiston was discovered, thanks to
process of doing so is known only to a few the efforts of giant boring machines sent by the
Atlantean adepts and their Gray allies (see Alien Thule-Gesellschaft (see Thirteen Conspiracies for
Heroes, also from Ronin Arts, for more information more information) to prove their Hollow Earth the-
on the Grays). Naturally, such items are almost ories. While they found no evidence of the Hollow
incalculably valuable. Earth, the Thulians did find rich veins of phlogiston,
which they mined and brought back with themtoo

4 of 7
Modern 13 Occult materials
late to save the Third Reich, as it turns out, but just Armor or shields made from quintessence gain
in time to use in reinforcing their Tibetan refuge of their armor bonuses against the attacks of incorpo-
Agharti. real creatures. Further, they can be picked up,
Game Mechanics: Weapons made from phlo- moved, and worn by incorporeal creatures at any
giston do an additional 2 points of fire damage per time. Incorporeal creatures gain the armor or
hit, while armor made from phlogiston gains fire shields bonus against both corporeal and incorpo-
resistance 3. Both effects are cumulative with other real attacks, and they can still pass freely through
fire-based damage or resistance but cannot be used solid objects.
in conjunction with cold-based effects of any sort. Type of
Phlogiston has 10 hit points per inch of thick- Quintessential Item Purchase DC Modifier
ness and hardness 10. Weapon +1
Type of Phlogiston Item Purchase DC Modifier Armor or shield +2
Ammunition +2
Weapon
Armor
+3
+4
TRUE JADE
Origin: True jade is a rare, nearly unknown

QUINTESSENCE third form of jade (as opposed to nephrite and


jadeite), whose few sources are found mostly in
Asia, particularly China and the Indian subconti-
Origin: Classical Western elemental theory,
going back at least to the ancient Greeks, holds that nent. The emperors of China maintained a monop-
everything in the cosmos is composed of varying oly on its mining and hoarded these stones for them-
amounts of the four elements: earth, air, fire, and selves, because of its healing properties.
water. Each element has its own character and prop- Throughout Asian history, secret societies and gov-
erties, as well as mystical associations. Some ernments alike have battled to seize control of veri-
occultists, though, believe that there is a fifth ele- fiable sources of true jade. The Japanese invasion of
mentetherthat exists only in the heavens, the Manchuria in 1931 was but one very famous exam-
distilled form of which is called quintessence. ple of this principle in action, as was the Chinese
Quintessence is the very stuff of the stars and a Civil War. As one might expect, the have sizable
building block of the empyreal realm that governs stores of true jade and often equip their top agents
reality. Its presence on Earth is rare and may in fact with items constructed from it.
be impossible without the intervention of powerful Game Mechanics: True jade items allow a liv-
magic. Unsurprisingly, the Freemasons are quite ing wearer to heal 1 point of damage per level every
interested in obtaining a steady supply of quintes- hour rather than every evening. (This ability cannot
sence. be aided by the Heal skill.) Nonlethal damage heals
Game Mechanics: Quintessence is a translu- at a rate of 1 point of damage per level every 5 min-
cent, almost insubstantial metal. Weapons con- utes. If the user loses a limb, an organ, or any other
structed from it gain the ghost touch special quality, body part while using a true jade item, they regen-
dealing damage normally against incorporeal crea- erate. In either case, only damage taken while hold-
tures, regardless of its bonus. (An incorporeal crea- ing a true jade item is regenerated.
tures 50% chance to avoid damage does not apply True jade has a hardness of 10 and 20 hit points
to attacks with ghost touch weapons.) The weapon per inch of thickness. True jade items add +2 to their
can be picked up and moved by an incorporeal crea- Purchase DC.
ture at any time. A manifesting ghost, for example,
could wield the weapon against corporeal foes.
Essentially, a ghost touch weapon counts as either
corporeal or incorporeal at any given time,
whichever is more beneficial to the wielder.

5 of 7
Modern 13 Occult materials
fiends. The Vehmgerichte regularly arms its agents
TRUE GOLD (ALCHEMICAL with silvered weapons.
Game Mechanics: On a successful attack with
GOLD, ORICHALCUM) a silvered weapon, the wielder takes a 1 penalty on
the damage roll (with the usual minimum of 1 point
Origin: Although many occultists believe that
alchemy is the process of refining ones soul by of damage). The alchemical silvering process cant
mystically eliminating its impurities, it is also the be applied to nonmetal items, and it doesnt work on
science of applying the same principles to matter. occult metals such as adamant or cold iron.
Many physical elements exist in both mundane and Alchemical silver has 10 hit points per inch of
true forms. The mundane forms are those that thickness and hardness 8. They add +1 to their
high school students find on the periodic table, Purchase DC.
while the true forms are those known only to master
alchemists. Perhaps the most significant of these
true metals is true gold. In the days of Atlantis, true
URU
goldor orichalcum, as the Atlanteans called it Origin: According to legend, uru is a dark
was the basis for many pieces of magical technolo- metal found in northern climes and was extensively
gy, especially those that harnessed the powers of the mined by the ancient Hyperboreans (whose heroic
mind. True gold is not naturally occurring, thereby exploits may or may not have been the inspirations
making it available only to groups, such as the for the Norse myths). Its sources are few, primarily
Rosicrucians (see Thirteen Conspiracies for more in Scandinavia and Siberia. Not surprisingly, the
information), with alchemical skills potent enough Thule-Gesellschaft took interest in finding uru
to create it. veings during World War II and met with limited
Game Mechanics: True gold is primarily used success. Far more successful were the Soviets, who
to make armor. Such armor grants the wearer acid obtained large quantities of uru, but lacked the mag-
resistance 5. However, alchemical gold armor is ical skills necessary to craft many weapons from it.
treated as being one size heavier for the purposes of Since the collapse of the USSR, some of this uru has
determining its limitations, such as movement. been lostsold to the highest bidderand is
Likewise, maximum Defense bonuses are decreased beginning to appear in the hands of occult agents
by 2, while armor check penalties are increased by throughout the world.
the same amount. Game Mechanics: Uru is useful only to create
True gold has a hardness of 10 and 30 hit points weapons. If used for armor, it functions much like
per inch of thickness. True gold items add +2 to sturdy steel, albeit with cosmetic differences. An
their Purchase DC. uru weapon creates a cacophonous roar like thunder
upon striking a successful critical hit. The sonic
energy does not harm the wielder. A thundering
TRUE SILVER (ALCHEMICAL weapon deals an extra 1d8 points of sonic damage
on a successful critical hit. If the weapons critical
SILVER, LUNARGENT) multiplier is x3, add an extra 2d8 points of sonic
damage instead, and if the multiplier is x4, add an
Origin: Like true gold, true silver is not a natu-
extra 3d8 points of sonic damage. Bows, crossbows,
rally occurring metal. It is silver refined by alchem-
slings, and firearms so crafted bestow the sonic
ical processes so that its inmost qualities come to
energy upon their ammunition. Subjects dealt a crit-
the fore. True silver is less difficult to create, but
ical hit by a thundering weapon must make a DC 14
also less useful. Thats because true silver is
Fortitude save or be deafened permanently.
extremely soft and almost impossible to forge into
Uru has a hardness of 12 and 30 hit points per
solid items with any durability. Consequently, most
inch of thickness. Crafting an item from uru adds +2
true silver is bonded to a mundane metal, such as
to its Purchase DC.
steel. True silver is especially useful against certain
types of occult creatures, such as werewolves and

6 of 7
Modern 13 Occult materials
in the economy of a vast pre-Columbian civilization
ZIFF of which only fragments exist today.
Game Mechanics: Ziff armor grants the wear-
Origin: Ziff is an extremely rare metal whose
precise nature is unknown outside a small circle of er fire resistance 5. However, ziff armor is treated as
North American occultists. Looking very much like being one size heavier for the purposes of determin-
true gold (see above), it is at once extremely sturdy ing its limitations, such as movement. Likewise,
and extremely flexible. When forged, its flexibility maximum Defense bonuses are decreased by 3,
lessens but it gains much strength in exchange. while armor check penalties are increased by the
There are no known reliable sources of ziff in the same amount.
21st century; almost all examples of it are artifactu- Ziff has a hardness of 10 and 30 hit points per
al. Though contemporary archeology scoffs at the inch of thickness. Ziff items add +2 to their
notion, ziff may have once played an important part Purchase DC.

OPEN GAME LICENSE Version 1.0a terms or conditions may be applied to any Open Game Content Distribute.
distributed using this License.
The following text is the property of Wizards of the Coast, Inc. 11. Use of Contributor Credits: You may not market or adver-
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 3.Offer and Acceptance: By Using the Open Game Content tise the Open Game Content using the name of any Contributor
All Rights Reserved. You indicate Your acceptance of the terms of this License. unless You have written permission from the Contributor to do
so.
1. Definitions: (a)"Contributors" means the copyright and/or 4. Grant and Consideration: In consideration for agreeing to
trademark owners who have contributed Open Game Content; use this License, the Contributors grant You a perpetual, world- 12. Inability to Comply: If it is impossible for You to comply
(b)"Derivative Material" means copyrighted material including wide, royalty-free, non-exclusive license with the exact terms with any of the terms of this License with respect to some or all
derivative works and translations (including into other com- of this License to Use, the Open Game Content. of the Open Game Content due to statute, judicial order, or gov-
puter languages), potation, modification, correction, addition, ernmental regulation then You may not Use any Open Game
extension, upgrade, improvement, compilation, abridgment or 5.Representation of Authority to Contribute: If You are con- Material so affected.
other form in which an existing work may be recast, trans- tributing original material as Open Game Content, You repre-
formed or adapted; (c) "Distribute" means to reproduce, sent that Your Contributions are Your original creation and/or 13. Termination: This License will terminate automatically if
license, rent, lease, sell, broadcast, publicly display, transmit or You have sufficient rights to grant the rights conveyed by this You fail to comply with all terms herein and fail to cure such
otherwise distribute; (d)"Open Game Content" means the License. breach within 30 days of becoming aware of the breach. All
game mechanic and includes the methods, procedures, sublicenses shall survive the termination of this License.
processes and routines to the extent such content does not 6.Notice of License Copyright: You must update the COPY-
embody the Product Identity and is an enhancement over the RIGHT NOTICE portion of this License to include the exact 14. Reformation: If any provision of this License is held to be
prior art and any additional content clearly identified as Open text of the COPYRIGHT NOTICE of any Open Game unenforceable, such provision shall be reformed only to the
Game Content by the Contributor, and means any work cov- Content You are copying, modifying or distributing, and You extent necessary to make it enforceable.
ered by this License, including translations and derivative must add the title, the copyright date, and the copyright hold-
works under copyright law, but specifically excludes Product er's name to the COPYRIGHT NOTICE of any original Open 15. COPYRIGHT NOTICE
Identity. (e) "Product Identity" means product and product line Game Content you Distribute.
names, logos and identifying marks including trade dress; arti- Open Game License v 1.0a Copyright 2000, Wizards of the
facts; creatures characters; stories, storylines, plots, thematic 7. Use of Product Identity: You agree not to Use any Product Coast, Inc.
elements, dialogue, incidents, language, artwork, symbols, Identity, including as an indication as to compatibility, except
designs, depictions, likenesses, formats, poses, concepts, as expressly licensed in another, independent Agreement with Section 15.
themes and graphic, photographic and other visual or audio the owner of each element of that Product Identity. You agree System Reference Document Copyright 2000-
representations; names and descriptions of characters, spells, not to indicate compatibility or co-adaptability with any 2003, Wizards of the Coast, Inc.; Authors Jonathan
enchantments, personalities, teams, personas, likenesses and Trademark or Registered Trademark in conjunction with a Tweet, Monte Cook, Skip Williams, Rich baker, Andy
special abilities; places, locations, environments, creatures, work containing Open Game Content except as expressly Collins, David Noonan, Rich Redman, Bruce R.
equipment, magical or supernatural abilities or effects, logos, licensed in another, independent Agreement with the owner of Cordell, based on original material by E. Gary Gygax
symbols, or graphic designs; and any other trademark or regis- such Trademark or Registered Trademark. The use of any and Dave Arneson.
tered trademark clearly identified as Product identity by the Product Identity in Open Game Content does not constitute a
Modern System Reference Document
owner of the Product Identity, and which specifically excludes challenge to the ownership of that Product Identity. The owner
Copyright 2002-2004, Wizards of the Coast, Inc.;
the Open Game Content; (f) "Trademark" means the logos, of any Product Identity used in Open Game Content shall
Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
names, mark, sign, motto, designs that are used by a retain all rights, title and interest in and to that Product Identity.
Charles Ryan, Eric Cagle, David Noonan, Stan!, based
Contributor to identify itself or its products or the associated
on material by Jonathan Tweet, Monte Cook, Skip
products contributed to the Open Game License by the 8. Identification: If you distribute Open Game Content You
Williams, Richard Baker, Peter Adkison, Bruce R.
Contributor (g) "Use", "Used" or "Using" means to use, must clearly indicate which portions of the work that you are
Cordell, John Tynes, Andy Collins, and JD Wiker.
Distribute, copy, edit, format, modify, translate and otherwise distributing are Open Game Content.
create Derivative Material of Open Game Content. (h) "You" Modern: 13 Occult Materials Copyright 2004 James
or "Your" means the licensee in terms of this agreement. 9. Updating the License: Wizards or its designated Agents may Malisweski. Published by Ronin Arts, www.roninarts.com.
publish updated versions of this License. You may use any
2. The License: This License applies to any Open Game authorized version of this License to copy, modify and distrib-
Content that contains a notice indicating that the Open Game ute any Open Game Content originally distributed under any
Content may only be Used under and in terms of this License. version 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 10. Copy of this License: You MUST include a copy of this
License except as described by the License itself. No other License with every copy of the Open Game Content You

Modern: 13 Occult Materials is copyright 2004 James Maliszewski. All text in this book is designated as open game content. You may not
distribute this PDF without permission of the author. 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.

7 of 7