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Consignment

Ashenne's Arch-Mage Medallion - 2021 (Orange) - C37

$999.99

We currently have 1 in stock.

Note: This is a Consignment Token (hence the C37), 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!


In addition to all the powers granted by Mad Evoker's Charm (double the base damage of a Spell and suffer 25 points of Eldritch damage- see the description of Mad Evoker's Charm for details), once per round Ashenne's Arch-Mage Medallion allows a wizard to modify a cast Spell (excluding any scrolls or "as a scroll" effects) with one or more of the Mage Power (MP) or Arch-Mage Power (AMP) effects listed below.

Wizards can only use a specific MP/AMP once per room, but they can use up to six different MPs/AMPs in a room. The six selected MPs/AMPs can be used on one to six Spells. A wizard could use six MPs/AMPs on a single Spell, two MPs/AMPs on three Spells, or any combination of one through six MPs/AMPs on one through six Spells, as the caster desires. No more than one Spell per round can be modified in this manner.

Mage Power/Arch-Mage Power modifications may, if desired, be used on a Spell whose damage was doubled by the Mad Evoker's Charm (MEC) effect.

The use of any MP/AMP effect(s) requires the wizard to expend their Free Action for that round but, modifying a single Spell with more than one MP/AMP only requires a single Free Action.

Each MP/AMP used requires the wizard to sacrifice 5 HP (in addition to the 25 HP sacrifice required by the MEC effect- if the wearer also chooses to invoke the MEC effect) before casting the modified Spell. The HP sacrifice is an Instant Action. E.g., using three MPs/AMPs on one Spell requires a single 15 HP sacrifice. Wizards may not die from MP/AMP usage as they currently must have at least one more hit point than the total hit points lost to the MP/AMP(s) used on a Spell. The HP sacrifice is a cost that must be paid before the modified Spell is cast. Wizards able to cast more than one Spell in a round may only use MP/AMP(s) on one of those Spells. However, they could use the MEC ability on one Spell and an MP/AMP on a different Spell.

Mage Powers (MP) & Arch-Mage Powers (AMP):
Absorb (AMP): As an Instant Action, the wizard can reduce the amount they receive from a single Melee, Missile or Spell attack during a monster's turn by sacrificing one use of any 1st, 2nd, or 3rd-level Spell. This damage mitigation only affects the wizard. It can be used to reduce the damage the wizard receives from an AoE attack, but no other character's damage gets mitigated. For every level of the sacrificed Spell, the amount of damage is reduced by 25 hit points. Thus, sacrificing a 1st-level Spell negates 25 damage, a 2nd-level Spell negates 50 damage, and a 3rd-level Spell negates 75 damage. The 5 HP cost for using an Arch-Mage Power is deducted after the monster damage is reduced by this Arch-Mage Power.
Note: Absorb cannot be used in conjunction with Conserve. The Spell must be marked off the class card.

Alter (MP): Allows the caster to change the damage type of any Spell to Cold, Fire, or Shock. E.g., a fireball Spell could be made to deal Cold damage instead of Fire damage.

Assure (AMP): Allows the casting of a Spell under conditions that would otherwise prevent Spell casting. These conditions include standing within a magical silence effect, being underwater, Paralyzed, Held, or within an anti-magic field. However, the wizard's mind must be clear and unaffected to use this Arch-Mage Power. Mind-affected conditions include, but are not limited to being: Asleep, Charmed, Confused, Dazed, Feared, Feebleminded, Petrified, Stunned, Unconscious, or any condition which prevents mental actions that is not specifically circumvented in the first part of this description (e.g., held).

Boost (AMP): Wizards may channel the base damage of a Spell into the base damage of a single melee or missile attack made by an ally. (If you use boost on a monk making a flurry of blows attack or a ranger making a dual-weapon melee attack, it can only affect one of the slides. It automatically affects the best of the two slides, as determined after all the pucks for that round have been slid.) The wizard has the option to include bonus MEC damage or just the base damage of the Spell. If the Spell has a skill check, that extra damage is also included (if the skill check is successful), but no other bonus damage can be channeled. If the targeted ally hits, the base damage of the Spell, skill check bonus (if applicable and successful) and, if desired, the MEC damage, is added to the base damage result of the slid weapon. No other damage modifiers to Spell damage are included with the use of boost. Damage channeled by boost is not subject to Spell Resistance or Magic Damage Reduction and is not negated if either the wizard or the targeted ally is in an anti-magic zone. If a channeled Spell requires a slide, the Spell's slide is assumed to have hit without making an actual slide. However, the target ally is required to perform (and succeed on) an actual weapon attack slide. Boost does not affect your ally's To Hit modifier- only their damage is affected. If the ally misses, this use of boost is wasted. Unlike other AMPs, using boost does not technically cast a Spell. Instead of modifying a cast Spell, boost channels the raw arcane energy of what would have been a Spell into the kinetic energy of an ally's weapon attack. E.g., using one of your castings of ray of shock to boost an ally's hammer swing does not infuse the hammer with electricity, but if the hammer hits, it deals more blunt damage. Boost cannot be used in conjunction with any other AMPs/MPs. In addition, boost can't be used with another token's effects. I.e., channeled boost damage may be used in conjunction with the MEC ability and (if applicable) the Spell's skill check bonus, but that's it.

Conserve (AMP): Allows a Spell to be cast without marking it off the class card.

Fork (MP): Causes a single target damage Spell to affect one additional target. Both targets are dealt the same damage, including all* bonus damage modifiers the initial target was subjected to. This MP may only be used on Spells which cause HP damage. If a Spell causes HP damage and has a secondary, non-HP damage inflicting effect, the Spell cannot be forked. E.g., if there were a Spell dealt 20 Cold damage and caused the character to be Stunned, that Spell could not be forked.
*If the first target has a special vulnerability that the second target does not, the extra damage from that vulnerability is not passed on to the second target. E.g., if the first target is an Ice Elemental and the second target is an Earth Elemental, if the wizard forks their scorching ray, the Ice Elemental takes +5 damage from being vulnerable to Fire, but that extra 5 damage does not get passed on to the Earth Elemental.

Intensify (MP): If a monster has Spell Resistance, an intensified Spell reduces the target's Spell Resistance to 25%, but only for the intensified Spell. This power does not affect any other Spells cast by the wizard nor other characters' Spells.
Note: Intensify reduces the target's existing SR to 25%, not by 25%. Using this MP on a target with SR of 25% or less does nothing and would be a waste.

Quicken (MP): Allows the modified Spell to be cast as an Instant Action- but only during the wizard's turn. When quicken is used, the wearer mentally channels the casting of the spell through the medallion. The result of this channeling allows the medallion to cast the Spell by proxy and as an Instant Action. The Spell still gets marked off the player's class card, but since the medallion is doing the work of casting, the wearer's hands are free to do other things (e.g., cast another Spell as a Standard Action, make a weapon attack, drink a potion, etc.) Spells cast in this manner are not "cast as a scroll" and may be modified.

Sharpen (MP): The Spell modified by this MP can crit on a natural 18-20. It may only be used on a Spell that requires a To Hit slide. This power must be announced before the player performs the affected Spell's attack slide.

Q1) If boost is used on a fighter who is wearing Viv's Amulet of Noble Might and using the double strike ability and the fighter scores a melee hit while there is a 2nd monster within melee range, is the boost damage applied to the 2nd monster?
A1. No, but the fighter may pick which target it applies to.

Q2) If I somehow managed to equip both Mage Medallion and Ashenne's Arch-Mage Medallion how many Mage and Arch-Mage Powers may I use in a room?
A2) 6. Mage Medallion and Ashenne's Arch-Mage Medallion do not stack with each other.

Q3) Can Horn of the Valkyrie be used to mitigate the HP sacrifice for Arch-Mage or Mage Powers?
A3) No.

This Transmuted token requires all of these items to construct:

  • Mage Medallion
  • Psyferre's Spectacles
  • Ring of Expertise
  • 15x Alchemist's Ink
  • 15x Alchemist's Parchment
  • 2x Aragonite
  • 30x Darkwood Plank
  • 5x Dwarven Steel
  • 3x Elven Bismuth
  • 3x Enchanter's Munition
  • 2x Golden Fleece
  • 15x Minotaur Hide
  • 25x Mystic Silk
  • 2x Oil of Enchantment
  • 35x Philosopher's Stone
  • 25,000 GP Eldritch Bar
    plus ONLY ONE of the following:
    • Wish Ring
    • 15,000 GP in Reserve Bars


Text On Token: As MM, but may use up to 6 different Mage Powers & Arch-Mage Powers in room.

Official True Dungeon Token Database Listing

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