Enchanted Warpick: Acid-Bolt    

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

The target struck will be damaged not only by the Warpick, 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').