Enchanted Trident: Acid-Bolt
The Acid-Bolt Trident has milky-white runes etched into the surface of the head.
The target struck will be damaged not only by the trident, but by a searing acid burn. See: "Damage".
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: Acid-Bolt can be used underwater, yet over at 1/2 the normal "Range".
Special: See: "Acid-Bolt" (below).
Susceptibilities: Amphibians and snail/slug creatures take +50% damage from acid burn.
Value: 4-D4: 1 White-Gold.
6-D4: 2 White-Gold.
8-D4: 3 White-Gold.
10-D4: 4 White-Gold.
12-D4: 5 White-Gold.
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Acid-Bolt
Shoot a bolt of acid at the desired target.
Considered this as a thrown attack (+20 Offense).
Ability/Spell-Points to shoot Acid-Bolt: 60
- A mix of spell-points and/or ability-points can be used to cast Acid Bolt.
Area of Effect: 15' Radius.
Avoidance-Roll: None. Target must dodge out of the "Area of Effect" in order to not be damaged.
Casting Time: Instant.
Range: 6 spaces (30').