From The Workshop, Magical Items of the Damned, and More
by Jonathan Benn (jon @ nullnode.com)
Listed below are six magical items suitable for use in any magical Fudge campaign. The item descriptions are mostly generic; they explain an item's history and powers without going into unnecessary campaign-specific detail.
Flying Carpet of the Damned
This is a an expensive-looking Persian rug created with an intricately designed pattern. There is one flaw inside the pattern, but it could take a careful searcher weeks to find it. Once this flaw is found, however, the individual magically gains the knowledge of how to pilot the Flying Carpet, and how to recharge it. The Flying Carpet is flown by running one's hands along the pattern in a particular way. The carpet can start, stop, hover, do loop-to-loops, etc. It has a top speed of 30 miles (50 km) per hour. The carpet can comfortably fit two grown men. A third person can board it but it will be rather cramped (and the risk of a fall increases). The carpet does not protect those riding it from wind, rain, cold or low oxygen levels. Ordinary weather (like rain or snow) won't damage the carpet, but gale force winds certainly can.
When fully powered, the Flying Carpet can be flown for a full month. With careful rationing, the carpet could be useful for several years. However once the carpet runs out of power, it can only be recharged in one way: by being bathed in the blood of an innocent person. How this blood is obtained doesn't matter, but there will have to be a lot of it, and it will have to be fresh.
If the carpet is damaged, it will automatically regenerate. Such self-repair will expend a lot of power. If the carpet is torn to shreds, repairing itself will cost a full 2 weeks of power. Smaller amounts of damage cost proportionately less power. If the carpet has insufficient power to repair itself, it will remain damaged and useless until it is recharged.
The Sword of Souls
Also known as the Sword of Scipio, or the Sword of Chaos, this special gladius (a short stabbing sword used by Roman legionaries) also has a special history.
It was originally forged circa 200 BC by a Middle-Eastern smith skilled both in metalworking and in magic. The sword was created from exceptional steel, and enhanced by magic, so that it was virtually unbreakable. The smith gave the Sword of Souls to Scipio Africanus (the famous Roman general) in exchange for freeing several members of his family from prison.
When the smith created the sword, he imbued it with the power to absorb the essence of the souls of its wielders. Whenever someone using the sword dies, the essence of his soul (not the soul itself, it's free to enter the afterlife) may be absorbed by the sword. The sword only absorbs particularly unusual or powerful souls.
When a soul is absorbed, the sword gains new magical powers appropriate to the soul's personality and abilities. Older powers may also be removed or replaced by newer ones.
The sword also carries with it a powerful curse (included to ensure that the Romans would suffer should they break their word). If the user of the Sword of Souls ever breaks a sworn vow, he will suffer a horrible fate. His life will slowly whither away, he will lose everything he cares for, and only then will he die. The curse can only be lifted if the wielder rectifies his mistake, or obtains genuine forgiveness from those he lied to.
The Sword of Souls currently contains the souls of two people: Scipio Africanus, and Darrel Forester. The latter was a simple woodsman driven insane by heavy-metal poisoning (most likely from fish he'd eaten over several years).
The sword gained the following powers from Scipio Africanus:
The sword imparts some of Scipio's natural skill in combat, and in leading his troops to victory. It grants its wielder Good skill in Short Sword, Tactics and Leadership (if the wielder is already Good in a skill, it increases to Great, otherwise there's no effect).
The sword gained the following powers from Darrel Forester:
Every time the sword is used to attack someone, the GM should roll 1dF in secret. On a roll of -1, the attack is automatically a critical failure, regardless of the character's attack roll. On roll of +1, the attack becomes a critical success. Only if a 0 is rolled is the attack's success determined normally.
Spirit Claws
These appear to be ordinary leather gloves. As soon as they are worn, however, their special nature becomes evident: they adjust themselves to perfectly fit the wearer, no matter how big or small his hands are.
The rest of their magic will not be obvious until the wearer is in danger. When this happens, the gloves will transform the wearer's hands into powerful claws (this action can be suppressed with a successful Willpower roll). The wearer automatically has skill equal to his Agility or Dexterity when attacking with the Spirit Claws, and this skill can be improved beyond its default level just like any other skill. The claws deal damage equivalent to a knife. In addition, the wearer gets a +1 to skill when climbing or grabbing.
The Spirit Claws most wondrous power is the ability to affect non-corporeal spirits as easily as physical matter. Ghosts, ethereal mages, and astral projectionists are all equally vulnerable to injury by the Spirit Claws.
The Artifact of Ultimate Power
This fabled artifact was created long before writing was invented. As a result its origins have been lost to prehistory. The most commonly spun tale tells that it was created by Cro-Magnon man and used to help them wipe out Neanderthal man in Europe.
The artifact is a stone figurine that can be easily held in one hand. It depicts a female with exaggerated buttocks, thighs, stomach and breasts. While the figurine has a head, it lacks any facial features. A modern historian or anthropologist would recognize the figurine as representing female fertility.
While the artifact may be rumored to have all sorts of wondrous powers associated with it (the ability to take over the world, destroy one's enemies, etc.), in fact its power is much more subtle. Any child conceived when the figurine is nearby is not only guaranteed to come to term, but also to be healthy and survive until it reaches adulthood (13 years old). The figurine's magic is extremely powerful, and no force short of a god's direct intervention can thwart its magic and cause the premature death of a child under its protection.
Healing Shield
This medium-sized (18 inches (50 cm) across) wooden shield has two special properties.
Once per day the shield can be ordered to heal its wearer of their worst wound. Thus if the wearer has a Very Hurt wound and an Incapacitated wound, the Incapacitated wound is instantly healed while the Very Hurt wound remains. In order to command the shield to heal, the user must use a secret word (Halcyon). Learning this word might require using magic or extensive research. The secret word can also be used by someone else to heal the shield-bearer if he's unconscious or otherwise unable to do so himself.
The shield also instantly repairs itself whenever it's damaged. This is a great power, since mundane wooden shields often don't outlast a single battle. The only way to permanently destroy the Healing Shield is to plunge it in molten metal or lava.
Magic Compass
This item is a round gold case about 2 in (5 cm) across with a glass face (much like a pocket watch) and with a metal needle inside. The needle is free to spin around, and it points unerringly towards its target. When this item is first found, the character will likely have no idea what it points to. If he should decide to follow the compass, however, he will find that when he nears the compass's target the needle will vibrate. It will vibrate more and more as he approaches, until he is right next to the target, at which point the needle will begin spinning wildly.
The Magic Compass' target could be any physical thing: a person, a place or an object. Once the compass's target has been found, its memory of its target disappears, and the user can give it a new target. The user simply has to say something to the effect of: "Magic Compass, your new target is X", where X is a person, place or object. The compass will then forever point toward that target until it is found. If X is not a valid target, or if no target is chosen, the compass needle will continue to spin. Once the compass has been given a target, that target cannot be changed until it's found. Characters will need to chose their targets carefully, as a poor choice of words ("Magic Compass, your target is the Moon") could render the compass permanently useless.
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