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Skull of Cavadar - 2021 (Green) - C53


We currently have 1 in stock.

Note: This is a Consignment Token (hence the C53), 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!

Imbues user with Psychic Power and grants access to all tiers of Psychic Powers. In addition to the psychic benefits, this token grants its owner a once-per-season benefit. Similar to the completed Rod of Seven Parts, once per season you may play one of 12 special sub-class characters. These are analogs of, but not superior to, the base classes but are all 5th-level (no other level-augmenting tokens are required) and come with some unique abilities.

To play a sub-class, you must get a voucher from the TD Store at a TD event before going into the coaching room. Coaches cannot get your voucher for you. Vouchers expire at the end of the season they were issued. E.g., if you got a voucher in the 2021-2022 season, you may not use it in the 2022-2023 season.

Each Skull of Cavadar token has a unique serial number.

If you transmute this token in time (see below), you'll also be given a unique code that allows you to purchase (for $1 at a ticket to a very special, one-time-only event. The exact date of this event, as well as the cutoff date for getting your unique code, will be announced after in person conventions can safely be held again. As of when this was written, we expect the event to be held in 2022.

The skull is not "soulforged" (like artifacts are) and can be used by anyone the owner chooses, but the person playing the sub-class must equip this skull for their entire adventure.

Skull of Cavadar cannot be equipped with any Tooth of Cavadar token. While you technically can equip both Skull of Cavadar and Semi-Lich Skull, doing so is pointless. Without individual Cavadar Teeth to power it, the Semi-Lich Skull is inert.

Psychic Power

Players wishing to use a Psychic Power must unlock their character's Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential. Each player- not the coach- will then add up the numberof Teeth of Cavadar (ToC) tokens they have equipped. During the adventure, the player may choose to activate one of the Psychic Powers below, so long as they have enough unique ToC equipped to qualify for that Power's tier. Without any ToC or Skull of Cavadar equipped, only cell repair may be used. Think of the imbuing tokens as keys that unlock the door to psychic abilities and the ToC as fuel that expand one's mind after it's opened. Skull of Cavadar both imbues and maximally fuels.

A Psychic Power can only affect the individual who manifests it.

No more than one Psychic Power be used per person per adventure, unless you also equip a token that expressly allows you to use more than one power per game. Equipping more ToC does not grant additional manifestations of powers, it grants access to a higher power tier. E.g., if you have three unique ToC equipped, you have access up to the tier 3 power so you could manifest ESP, or control mass, or adjust mass, or cell repair; not all four, not three, not two.

Tier Power Description Duration
0 Cell Repair Heal 4 HP (once) instant*
1 Adjust Mass Walk on water as if it were solid ground full room*
2 Control Mass Greatly slow your fall(s) for no damage full room
3 ESP If the DM announces you're Surprised, this retroactively negates it. Inform the DM you're using this power. full room
4 Planar Vision Ignore the 50% miss chance when attacking incorporeal targets full room*
5 Mind Shield Negate the effects of a failed Will saving throw (once) instant
6 Energy Adjustment Negate 5 points of Cold, Fire, Shock, or Sonic damage (once) instant
7 Energy Control Negate 10 points of Cold, Fire, Shock, or Sonic damage (once) instant
8 Astral Projection Gain access to special event** n/a

*Requires a Free Action to activate.

**Details to be announced at a later date. This will be a very cool one-time event held in 2022- assuming in-person conventions are safe to attend.

This item is part of the Elemental Eldritch Sets.
When at least two items are equipped, the character gains +1 level as well bonuses to healing and/or damage Spells they cast, and weapon attacks. The bonuses gained are as follows:

Tier Lvl* Heals Cast** Dmg
2-piece +1 +4 +1
3-piece +1 +6 +2
4-piece +1 +8 +3
5-piece +1 +10 +4

*+Level effects never stack

**Only affects cast healing Spells (see "Healing Bonus Note" note below), not special powers, scrolls, wands, etc. A "special power" is not a "Spell". Rule of thumb: if it's not printed on the character card under a section titled "Spells", it's not a Spell.
Healing Bonus Note: This bonus is for Spells cast by the healer, not Spells cast on the healer- unless the healer and the target are the same person (self-healing.)
Multi-Target Note: Multi-target attacks/heals get a pool of bonus damage/healing which may be allocated among the eligible recipients as the attacker/caster sees fit. It does not grant the full bonus to each target.

Affects melee, missile (including alchemical weapons), and Spells, but not special powers or items (scrolls, wands, etc.)

  • Boots of the Four Winds
  • Kilt of Dungeonbane
  • Rod of Seven Parts
  • Skull of Cavadar
  • Supreme Ring of Elemental Command

This Transmuted token required all of these items to construct:

  • 1st Tooth of Cavadar
  • 2nd Tooth of Cavadar
  • 3rd Tooth of Cavadar
  • 4th Tooth of Cavadar
  • 5th Tooth of Cavadar
  • 6th Tooth of Cavadar
  • 7th Tooth of Cavadar
  • 1x Alchemist's Ink
  • 1x Alchemist's Parchment
  • 1x Aragonite
  • 1x Darkwood Plank
  • 1x Dwarven Steel
  • 1x Elven Bismuth
  • 1x Enchanter's Munition
  • 1x Minotaur Hide
  • 1x Mystic Silk
  • 1x Oil of Enchantment
  • 1x Philosopher's Stone
  • 1,000 GP Gold Bar (not 1k in "loose change")

Last Day to Transmute: December 1, 2022

Official True Dungeon Token Database Listing

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