Enchanted Battle Hammer: Acid-Bolt    

The Acid-Bolt Battle Hammer has milky-white runes etched into the surface of the head.

The target struck will be damaged not only by the hammer, but by a one time searing acid burn. See: "Damage".

 

Roll on the following chart to know the type of hammer found:

%Roll: Battle-Hammer type:
01-50:   Large

51-00:   Small

 

Damage: %Roll: Acid damage: Only roll once for the permanent power of the acid-burn.

                01-74:   Initial acid damage: 4-D4 / 2nd turn: 2-D4 / 3rd turn: 1-D4.

                75-82:   Initial acid damage: 6-D4 / 2nd turn: 3-D4 / 3rd turn: 1-D6.

                83-89:   Initial acid damage: 8-D4 / 2nd turn: 4-D4 / 3rd turn: 2-D4.

                90-95:   Initial acid damage: 10-D4 / 2nd turn: 5-D4 / 3rd turn: 1-D10.

                96-00:   Initial acid damage: 12-D4 / 2nd turn: 6-D4 / 3rd turn: 3-D4.

 

History: Unknown.

Immunities: Acid-dwelling creatures take only ½ damage, and Acid-using creatures take no damage. Acid damage is an enchantment (check for enchantment-resistant items to nullify acid burn from this weapon).

 

Notes: None.

Special: See: "Acid-Bolt" (below).

Susceptibilities: Amphibians and snail/slug creatures take +50% damage from acid burn.

Value: To be determined during role-play.

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Acid-Bolt

 

Shoot a bolt of acid at the desired target.

Considered this attack as a thrown weapon (+20 Offense).

 

Ability/Spell-Points to shoot Acid-Bolt: 60 spell or ability-points.

- A mix of spell and ability-points can be used to cast Acid Bolt.

 

Area of Effect: 15' Radius.

Avoidance-Roll: Yes: "Dodge".

Target must dodge the Acid-Bolt.

Blocking with a shield will not evade acid damage unless the shield is enchanted against such attacks.

 

Casting Time: Instant.

Damage: 1-D6 (+1-D6 per 3 levels of the wielder).

Acid damage will burn for 3 turns after the initial strike, each time doing up to 1/2 the damage of the last damage taken.

    Example: If you strike a creature for 8D6 points of Acid-Bolt damage, it will take 4D6 the next turn, 2-D6 the next turn, and then 1-D6 next turn.

    Note: If an odd number of dice are used to do continual acid burn damage, always round down on the number of dice used.

 

Range: 6 spaces (30').