+9 to Dexterity (thus, depending on prior Dexterity score, either +4/+5 To Hit with ranged attacks, +4/+5 to AC, and +4/+5 to Reflex saving throws), +5 to Intelligence, and +5 to Charisma
Transmuted-Legendary
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.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The damage wheel includes 2 points of Poison damage which will be deducted if the victim of the attack is immune to Poison damage.
Monks may wield one or two of these in conjunction with their flurry of blows attack.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +5 weapons, the DM will add +5 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The wearer gains the following effects:
- +10 Damage with 2-handed melee weapons
- May use rage or greater rage two* additional times
- May invoke fury twice per game









