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Consignment

Dragon Tooth Amulet - 2010 (Gold) - C12

$15.00

We currently have 1 in stock.

Note: This is a Consignment Token (hence the C12), 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!



Grants a 50% chance to avoid combat damage cast from spells, spell-like abilities, scrolls, or wands. If the resistance check succeeds, no damage is dealt. Combat Magic Resistance does not stack with anything else–either the magic works or it doesn’t. That said, if the Combat Magic Resistance check fails and the spell works, any other damage-mitigating effects the wearer may have would still apply.

It does not protect against spells which do not physically damage such as sleep, hold, etc. However, if a magical attack combines both damage and non-damage effects, and the Combat Magic Resistance check succeeds, the character will suffer no effects from both the damage and non-damage components. It does not thwart magic emanating from traps, puzzles, nor any kind of “push” damage.

Example 1: A monster casts lightning strike at a player wearing a Dragon Tooth Amulet and a Ring of Air Elemental Command. The Combat Magic Resistance check fails to resist the spell so the lightning affects the player, but the RoAEC reduces the damage taken by 5.

Example 2: Same equipment as above, but the Combat Magic Resistance check succeeded. The RoAEC’s Shock damage reduction doesn’t matter because the spell didn’t affect the player at all.

Example 3: Same player is walking down a hallway and springs an electrical trap. The Combat Magic Resistance does not help because this is a trap, not combat.

For a detailed explanation of how multiple damage-reducing effects interact with each other, see Magical Damage Resolution below.

This Combo token required all of these items to construct:

  • 1× 40 GP Bloodstone Gem
  • 1× 50 GP Sunstone Gem
  • 1× 75 GP Fire Topaz
  • 1× Creeper Thorn
  • 1× Dragon Tooth
  • 1× Harpy Talon
  • 1× Mimic Slime
  • 1× Ogre Tusk
  • 1× Satyr Wine
  • 1× Skeleton Tooth
    plus only ONE of the following:
  • 1× Chain Devil Ichor
  • 1× Dragon Tooth (a second one)
  • 1× Gelatinous Slime
  • 1× Ice Demon Tongue
  • 1× Minotaur Horn
  • 1× Orc Ear

Magical Damage Resolution

A step-by-step process to resolve magical damage mitigation

Please note:

  • This only applies to magic which deals hit point damage. Effects like sleep, paralyzation, hold, petrification, etc. do not follow this procedure unless the spell/item also causes damage.
  • These steps apply to an individual character, not the group as a whole. Unless otherwise specified, magical protections only help the character wearing them. This could result in a single player emerging completely unscathed from an effect which one-shot the rest of the party.
  • Any divisions which result in fractions should be rounded down to the nearest whole number.
  • This is laid out from the perspective of a monster attacking a player, but the steps are the same when a player attacks a monster.

Go through these steps, in this order. Not all of them will apply in every circumstance. If the character doesn’t have that specific item or form of protection, skip that step.

1. Start with the potential damage.This is usually just the standard damage, but if the victim is exceptionally vulnerable to that attack (e.g., Fire Elementals to Cold) or the effect is benefiting from bonus damage (e.g., a Focus ring), add it in here.

2. Check to see if the spell fails to affect the target.

a. If the player has a Dragon Tooth Amulet, roll a Combat Magic Resistance check (50/50):

Magic Resisted: the spell does not affect that character. (It would still affect other characters who do not possess Dragon Tooth Amulets.)
Magic Not Resisted: proceed

b. If the spell is 3rd-level or lower and the character uses an Ioun Stone Violet Prism, the spell does not affect the character. (The player has the option to allow the spell to function. In that case, go to Step 3.)

3. Make a saving throw, if applicable.

a. If the saving throw eliminates all the damage, proceed no further.
b. If the save halves or subtracts damage, make the adjustment then proceed to Step 4.

4. Subtract point-based modifiers. In general, these stack, so long as they come from different sources. Point-based modifiers include but are not limited to:

5. Apply percentage-based modifiers (round down). These do not stack–use the highest one. Percentage-based modifiers include but are not limited to:

  • Boots of Warmth (Cold only)
  • Potion of ___ Resistance
  • Ring of ___ Resistance

6. Apply modifiers specific to that attack form/monster. Currently this only applies to breath weapons vs. the Mithral Trio set bonus (half damage), but that could change in the future.

Text On Token: Grants 50% combat magic resistance

Official True Dungeon Token Database Listing

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