Melee Weapons
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Rating: 3.7
Condition: Normal
ID: 473


January 16, 2007, 5:08 pm

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Cheka Man

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Blood Seekers


Blood Seekers are a class or type of mystical weapons. Like many mystic weapons, they provide the user increased speed and technique. Unlike most weapons, these can strike their specific targets with astonishing accuracy for they target the very blood of a living thing.

Blood Seekers are a type of mystical weapons. They strike with unerring accuracy, as they target the flowing blood in a living target. 

Their appearance is distinctive, the steel has a damascus pattern with a dried blood tone. There is a slight mystic glow to the blade. The process of enchantment converts a mere broadsword to a weapon of superior balance and edge - master class. 

Once drawn, the wielder can choose to unleash the Blood Seeker’s ability at any time.  With the act of intent for a single strike, the Blood Seeker will direct the wielder’s form (like most magic weapons) striking at all the blooded creatures immediately around it. This effect is not selective, so hostages and friends in that area will be attacked as well. This makes the weapons suited for single heroics, rather than teamwork. 

It should be noted The weapon is useless against foes without blood (most undead, golems, etc). In fact, even if the wielder makes a successful attack, it will do little damage.

The History of Blood Seekers is old.  It is a basic weapon enchantment, discovered by almost every civilization.   Blood Seekers have been made over the ages. Many ancient ones survive to this day.  A few bardic tales have given these weapons an undeserved reputation for Evil and power. They are not the vampiric blades of legends, stealing souls. They do not destroy armies. Because of these tales, many places have outlawed these weapons or at least look upon all their wielders with suspicion. 

Magical Properties:

When striking with the Blood Seeker, one action allows you to make attack rolls against every blooded being within 3 meters of the wielder. The attack and damage rolls are resolved as per a master crafted broadsword wielded by a master.  The attacks can be parried or dodged, but at an average penalty. 

The weapon does not distinguish between friend, foe, or innocent.  It its heart pumps blood, the BloodSeeker will strike at them.  Only the wielder is not attacked by said weapon. 

The enchantment makes the weapons less useful against foes without blood (most undead, golems, etc). It will deal one element of damage if you manage a successful attack against one.

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Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted Cheka Man
November 6, 2005, 17:55
Not good for use in a town, where it would cause major problems with the City Guards due to it hurting innocent people.A PC could be given one by someone who wanted him or her to be thrown into prison.

NPC-That's a good weapon, can I see the blade?

PC draws it and it lashes out at everyone in a crowded bar. 5/5 and a HoH nomination.
December 27, 2005, 15:17
Well, if I understood it correctly, the power must be intentionally activated. But they are still dangerous to anyone around... a good item that needs a responsible user.
Voted Ramhir
November 28, 2010, 14:43

As Manfred said, it needs to be activated. However, once activated, can it be unactivated short of resheathing it? A good item with a significant limitation. I like it.

Voted herrozerro
November 28, 2010, 21:14

I like it, I think I may use this idea for my assassins game.

Voted valadaar
April 8, 2014, 10:27
I like this item - it is a good replacement for vanilla +1 swords, but the powers need a bit of tweaking.

Link Backs

Random Idea Seed View All Idea Seeds

Hu's Iron Ball

       By: Murometz

Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.

During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.

A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.

Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.

Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.

Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.

Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.

Hu's Iron Ball should be handled carefully by players and gms.

Ideas  ( Items ) | March 8, 2014 | View | UpVote 3xp

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