The Magical Golden Pinecone: When held up and the magic word is spoken aloud, the pinecone gives off a magical light capable of illuminating the area equal to one torch. The light can be activated and deactivated at will. After one Shift of use, the pinecone must remain off for a shift before it can be used again.

The pinecone may also be used to summon 2d6 small woodland animals such as squirrels, rabbits, lemmings, chipmunks, etc. If any attempt to harm one of the critters is made by anyone in the area, they all immediately vanish. The animals follow the summoner around but do not obey any commands or perform any tricks, nor can they be taken on as familiars. However they can be fed, adored, snuggled, loved, and generally fawned over and will not attack anyone. The little animals disappear after one Shift. If the GM allows, the animal time may be substituted for a Memento if those rules are used.

If planted in the ground, the pinecone will grow into a magical golden pine tree 18 meters tall that glows faintly at night, providing shelter for three travelers and any number of small animals of the forest. This effect is permanent and the pinecone is lost. There is a 5% chance the magical pine tree will produce another Magical Pinecone when it first sprouts up. When sheltering under the pine, all effects of exhaustion, natural heat, natural cold, precipitation, poison, and disease are nullified. However, the magical golden pine is still a tree and can be burned, cut down, etc.

Bed of Pine Needles: This item appears as a bedroll consisting of hundreds of pine needles knitted together. It can be carried in the same fashion as a sleeping fur or blanket

 Resting on this bed for a full shift allows ONE character to remove all regular damage and cures poison, disease, exhaustion, and severe injuries. (Does not remove permanent conditions.)

The bed will shed lots of needles depending on the amount of healing done. It may not be used on more than two consecutive Shifts. The shedding of dead needles will continue for one shift after use. The needles are messy, inconvenient, and provide anyone tracking the character a Boon on their roll while the bed sheds.

If a deceased character who died within the last Shift is placed on the bed, they are resurrected with full HP, full WP, but one permanent lasting condition and the bed is permanently destroyed.

If two characters lay together on the bed for whatever reason, romantic or otherwise, they will be fully rested, but no healing.

The Magical Stick: This deceptively simple stick is actually a magic wand of immense power. It contains 12 WP which renew every day (4 Shifts) which can be used to cast spells from the wand AND/OR as the user sees fit. Spells cast using any WP from the wand have the following effects:

IF the casting roll for the spell is a DRAGON, the spell goes off 100% as intended with no ill effects. Count your blessings.

IF the spell is cast successfully, roll on the effects table below:

  1. Spell is cast at double the effect, including any range, damage, and cost. Nothing strange happens, probably. Although it might seem as if something happened.
  2. Spell is cast successfully, but flowers spring from the caster’s ears and nose. The flowers wilt and fall out after one stretch.
  3. Stick sprays fireworks everywhere. Anyone within 10 meters around, including the caster is hit for 1d4 damage and temporarily blinded for one round. (Evade/Block as normal.) The intended spell effects are nowhere to be found.
  4. Spell goes off as intended, but the caster is stricken with unpleasant frequent flatulence for one Stretch giving a Bane on any Charisma based checks and Stealth.
  5. Spell goes off as intended, but caster and all of their gear (except Stick) turns plaid in color for one Shift giving a Bane on any Charisma based checks and Stealth.
  6. Spell goes off as intended, but caster’s arm and leg bones turn to gelatin for one Stretch, preventing any movement. The caster can still speak and cast spells as normal. Movement is restricted to crawling along at 2 meters per round.
  7. Spell fails, and everything that the caster says for one Stretch comes out a double loud volume as if yelling no matter how quiet they try to be.
  8. Spell fails and instead summons 3d6 plush animals that appear all around the caster. They can’t move or speak (they’re plush,) but they are somewhat comforting.
  9. Spell fails, but an Ogre is summoned. The Ogre isn’t hostile, just confused. He’s likely unarmed and might be eating lunch or taking a bath. He is returned to his home unharmed after one Stretch. Repeats of this result summon the same Ogre every time. His name is Krunk. He’s actually a pretty laid-back guy if no one attacks him. He has no idea why he keeps getting summoned, though. He still goes back at the end of a Stretch, regardless.
  10.  Spell fails and a thicket of one-meter-tall thorn bushes sprout up in a six-meter radius around the caster. Anyone in the area must make an Acrobatics roll or be trapped in the mess, taking 1d4 damage and an additional 1d4 damage for every 2 meters moved. This effect can be Evaded, placing the character at the nearest outer edge of the thicket. The thicket is permanent, but can be chopped down, burned, etc. as normal. The caster is safe unless they try to leave the briar patch.
  11. Spell works twice as well as intended, but any targets and the caster are stricken Prone with uncontrollable laughter for the following round preventing any action other than possibly rolling on the ground laughing. Everyone returns to normal after one round.
  12. The Spell fails and the caster along with almost all of their gear is turned into sentient pudding for one Shift. The character can still see, speak, and move at 4 meters per round at most. Casting, fighting, and anything requiring manipulating objects (other than Stick) are not possible. No known magic can reverse this effect. Don’t worry, Stick is fine. Casting with a Bane can be attempted using Stick, but duplicates of this result might make the effect permanent.

IF the spell roll using WP from Stick fails, any/all spell effects are automatically reflected back on the caster AND roll on the effects table.

IF the roll is a Demon, roll on the Spell Mishap table from the Dragonbane rules TWICE and apply both effects.

Attempts to lose, break, give away, burn, or disenchant The Magical Stick result in it returning to the owner the next day regardless. It is not sentient as far as anyone knows.

This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.