1

Your cart is empty.

A Dungeon o' Savings

Amulet of Wonder

Amulet of Wonder

$ 200.00

The 2013 Amulet of Wonder Ultra Rare Token

  • Provides a different powerful effect each year

When equipped in the neck slot.

Usable by any class.

Previous benefits gained while equipping this token:
2008: +1 Character level for that adventure
2009 True Realm: Player received either a Harpy Claw Amulet or a Necklace of the Oak token to keep.
2009 Gen Con: Effect determined by a d6 roll made during coaching:
    1: +1 to AC
    2: +2 to AC
    3: +3 to AC
    4: +3 to max HP
    5: +3 to all saving throws
    6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2010 Dungeon: Effect determined by a d6 roll made during coaching:
    1: +1 to Reflex saving throws
    2: +3 to Reflex saving throws
    3: +3 to max HP
    4: +5 to max HP
    5: Immunity to Fire
    6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2011 Dungeon: Effect determined by a d6 roll made during coaching:
    1: +1 to all saving throws
    2: +2 to all saving throws
    3: +3 to all saving throws
    4: +5 to max HP
    5: +1 Character level for that adventure
    6: Double Horn of Plenty effect (six Treasure Chips per stamp)
2011 Grind: Your base race became merfolk. You were unaffected by any of the underwater rules/restrictions. It did not count as polymorphing, which could be used in addition to that effect.
2012 Dungeon & Grind: The wearer was transformed into a Dwarf and gained these perks:
    +2 to all saving throws
    +4 to max HP
    Ability to use any weapon with “Dwarven” in its name
2013 Dungeon: Horn of Plenty effect (three Treasure Chips per stamp)
2013 Grind: Gained special proficiency with fire-arms, including all of the following effects:
A. Any class could use any blunder weapon, including a +2 Boom Stick
B. Immunity to misfire (bomb) damage when using blunder weapons
C. Barbarians, Dwarf Fighters, Fighters, Paladins, and Rangers using a blunder weapon automatically gained the smiting ability and scored criticals on a natural 19 or 20. (These classes could already use all blunder weapons, so this was their benefit instead of section A.)
D. All classes gained +2 to Dexterity (+1 AC, +1 To Hit with ranged attacks, and +1 to Reflex saves)
2014 Who’s Your Con Grind: Once per Grind, you could force any d20 roll to be re-rolled. This could have been used on your saving throw, the saving throw of another party member (even if the other player didn’t want to re-roll), a monster’s attack roll against you or another party member, an initiative roll (either the party’s or the monster’s), or any other time a d20 was rolled.
2014 Dungeon: Effect determined by a d6 roll made during coaching:
    1: +2 to AC
    2: +3 to AC
    3: +3 To Hit on all attack slides
    4: +10 to max HP
    5: Horn of Plenty effect (three Treasure Chips per stamp)
    6: +1 Character level for that adventure*
    *If already 5th-level, gain the Horn of Plenty effect instead.
2014 Grind: ?
2015 Dungeon: Effect determined by a d6 roll made during coaching:
    1: +4 Treasure Chips (stacks with Charm of Avarice; does not stack with Lenses of Fortune)
    2: +1 Character level for that adventure*
    3: +4 to Strength
    4: +4 to Dexterity
    5: +4 to Constitution
    6: +3 to all Saving Throws
    *if already 5th-level, re-roll