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Comments: 12
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Rating: 4.5
Condition: Normal
ID: 245


October 28, 2005, 5:06 pm

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Cheka Man

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Cold's Will


A substance, born of the cold and adapted to the warmth of the human world. Its natural state is a mercury type liquid but when held in frozen conditions the wielder may will it to take any form desired. Their only limit is the amount of liquid they have.

In its frozen state it is a weapon created entirely of one substance. Has the look of a frosted mug and can be in the shape of any weapon depending on the quantity of substance. When the weapon is not in weather that is below freezing it melts into a mercury looking and acting substance. It cannot be separated into smaller forms, but it can be thinned out or gathered into a clumps. Can be held in a canvas bag successfully.

Weapon was created in the frozen tundra by a long dead race of cold blooded creatures that lived on the ice. Not much is known about these creatures. What is known is that they enchanted the substance to take the form of whatever weapon or tool the wielder willed. It would first have to be ‘melted’ and then when the liquid form was grabbed it would slowly mold itself and freeze into the desired weapon. The weapon that could be willed would depend on the amount of the product they started with. Once created, as long as the temperature was below freezing the weapon would remain solid.

Because it is required to be of freezing temperature, warm-blooded creatures would be unable to naturally hold the weapon. The body heat alone would cause the weapon to revert to its liquid state. Therefore, gauntlets of ice were created that would allow warm-blooded creatures to hold it successfully and also allow the weapon to be used in warmer regions. The gauntlets in one round will frost a mug and cause a layer of ice to form on the liquid. In two rounds it can freeze two cups of liquid.

1)Find the liquid substance and don’t have a gauntlet. Only one VERY well versed in ancient lore may have any idea what it is.
2)Fight an enemy that wields it. The gauntlet could be destroyed in the battle and now they are left with this unwieldy liquid that they know not how to turn into a weapon again.
3)Take it not knowing what it is, only for the enemy to snatch it from them and use it against them.

Magical Properties:
When the weapon is used in a warm climate a continuous fog will lift off of it. If the weapon stays in the same spot and there is no wind the fog will build at a rate of one foot every two minutes. Depending on the environment this rate may increase or decrease. The weapon may be held in weapon form in a specially designed holder that has the same characteristics as the gauntlet, or it can be held in a bag or other container in liquid form. It takes two rounds for the weapon to be created once the wielder holds the liquid. Until then it is useless and causes no damage and gives no defense.

Gives cold damage when contacted against skin. Perhaps after trading blows it could slowly freeze the enemies weapon making it too cold to wield or easier to shatter.

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Comments ( 12 )
Commenters gain extra XP from Author votes.

September 12, 2002, 3:18
In a low-magic world, this may be the only way to a magical weapon dealing cold-damage. If not further protected, it simply melts. May be the only chance to defeat some fiery monster. Idea could be used with other elements. Not everyone likes high-magic, where for everything is a spell or item.
Ria Hawk
October 1, 2002, 23:13
Maybe it doesn't have to be a weapon. Handy thing to have around, when you find one of those pesky locked doors.
November 2, 2002, 16:36
A great substance to have on any scale. Imagine arrowheads, solid razors in flight, liquid metal in the wound. On a massive scale, a bridge with an oil resivoir, to allow for escape. The bridge could be recovered after the building was reclaimed.
Ria Hawk
April 5, 2003, 1:15
Another idea: it gives off a fog in warm climates, yes? That could be useful in and of itself, even if the user didn't know what they had. "Hey, don't forget the fog stuff! We're gonna need that!"
Voted Cheka Man
July 18, 2005, 13:56
Very good.I wish I had thought of something like this.
Voted EchoMirage
July 18, 2005, 14:29
Voted Zylithan
November 29, 2005, 21:30
Clever item. Simple, but very appealing.
Voted Murometz
September 7, 2007, 13:56
what Zylithan said.

Nice visual with the fog eminating off the weapons in warm climes.
Voted Chaosmark
September 8, 2007, 11:34
Ooooold school. Dang. Still good to have and use.
February 7, 2008, 19:11
A Winter-Quest bump.
Cheka Man
February 7, 2008, 21:01
Why not edit this and add it to the Quest?
February 8, 2008, 8:21
The purpose of quests is to spur new material.

Random Idea Seed View All Idea Seeds

       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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