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Consignment

Mad Evoker’s Charm - 2014 (Gold) - C136

$30.00

We currently have 1 in stock.

Note: This is a Consignment Token (hence the C136), which means a True Dungeon adventurer is selling it through Trent Tokens. But as with all Trent Tokens products, once you've made your purchase, you'll receive a tracking number and your token will be promptly mailed to you!


This 2014 version is for collectors only and is no longer usable in game. More info below.

Wizards wearing this charm have the option of doubling the base* damage of a spell cast from their character card (not a scroll or item), but when doing so the wizard suffers 10 points of Eldritch damage. It’s only usable once per round, but other than that it may be used as often as desired.

Mad Evoker’s Charm must be consciously activated when casting the spell. The wizard will take the 10 Eldritch damage whether the spell is successful or not. Activating this item requires neither a Free nor Standard Action. However, under most circumstances, the spell whose damage it doubles will require an Action to perform. This item does not alter the spell’s Action requirement.

Requires a 20 Intelligence or higher to equip. When a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip other tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.

Note: If a wizard wearing both a Mad Evoker’s Charm & a Ring of Wizardry slides a natural 20 on a spell modified by the Mad Evoker’s Charm, the damage from the spell will be tripled (×3), not quadrupled (×4)

*Base damage includes the extra damage from passing the planar skill check, but no other bonuses to damage are doubled.

Q1) Can it be used if the damage would kill the wizard?
A1) Yes. The 10 Eldritch damage is a side effect of the charm’s power, not a “cost” which must be paid to use it.

Q2) When does the wizard suffer the damage?
A2) At the exact moment the spell is cast.

Q3) When used with the Cabal set power, are both spells doubled?
A3) No. Only one spell’s damage may be doubled–the caster chooses which one.

Q4) If the wizard were to be reduced below 1 HP by using this item, can the paladin’s sacrifice power save the wizard’s life?
A4) Yes. Both the paladin and the wizard would end up with 5 HP, per the standard use of sacrifice. Other methods of revival could be used as well.

Q5) What happens when this is used with a multi-target spell?
A5) The spell’s base damage is dealt to all eligible targets and an additional pool of damage equal to the base damage is dealt to eligible targets as the caster sees fit. E.g., if burning hands is cast and the skill test is passed, all eligible targets take 9 points of Fire damage and a pool of 9 additional points of damage is allocated per the caster’s wishes.

Text On Token: May double base damage (including skill check) of spell but wearer takes 10 pts of damage, requires 20 Intelligence

Official True Dungeon Token Database Listing

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