Gem's Prompts Without Number
I was inspired by a friend doing Inktober to flex my creative muscles in my favorite game system. So in 2023 I took the Inktober prompt list and tried to make up something for use in WWN for each entry. This is where I'll collect my efforts in the coming years.
Day 1: Dream
Exfiltration of Slumber's Eye (Level 1 High Magic Spell)
Lightly hold the forehead of a sleeping target to invade their mind and scrape their dreams for information. When you do this you learn of one thing they either fear, look forward to, or take pride in. Typically what you learn is the most prominent thing in their mind but you can attempt to root out specifically a fear, pride, or motivation with a Difficulty 8 Magic + WIS check. Failing the check resolves the spell as normal.
Day 2: Spiders
Paranoia Spider (Hazard)
A pile of coin, attractive goblet, or other finery has become the home of a rare breed of spider, a red cobbler. A light layer of web covers it's home objects so that it can sense disturbances. It is a fast critter, though not unavoidable, and will dash out to strike immediately. The spider's venom is not fatal but induces extremely paranoid behavior. This often manifests in the bitten believing someone saw the spider and didn't tell them about it but the venom's paranoia is usually enough to allow the spider to escape in any case.
When disturbing a Red Cobbler's home make an Evasion save roll at -2. Failure results in being bitten. When bitten make a Physical save roll. Failure results in paranoid delusions for 1d4 hours.
Day 3: Path
Eschew The Path (Level 1 High Magic Spell)
Assume a rigid posture and force yourself into a crack between worlds. You and 1 ally per level under your guidance can cease to exist for up to 30 minutes per level. This is an extremely taxing feat and you suffer 1 point of System Strain and an additional 1 per full hour passed. If this would exceed your maximum system strain you do not return from nonexistence. During this time you are nowhere. You have no thoughts, no time feels to have passed, you are undetectable by any conventional means and most magical. Time passes as normal for everyone else.
Day 4: Dodge
Bull Pig Shuffle (Focus)
Level 1 - Gain base AC 13 or +1 AC if wearing better than that, as if from a small shield, while one of your hands is empty. Charging attackers do not get the +2 to hit you normally granted by charging.
Level 2 - Once per scene you may attempt to goad a hostile enemy into charging you. Some enemies may be easier or harder to influence based on their typical combat roles. If they fail a saving throw they will charge you at their next opportunity. If they miss the attack against you they may fall prone at your option.
Day 5: Map
Death's Cartographer (Level 1 Necromancy Spell)
Taking a blank piece of parchment and marking it with an arrow of blood the caster creates a crude radar that shows the location of nearby lesser undead. The blood will pool to point in the direction of the nearest undead with 3 or less Hit Die. If there are 2 to 5 undead there the arrow will bloat slightly. At 6 or more undead the arrow thickens further but not beyond that.
Day 6: Golden
Golden Armor (Item)
A suit of Heavy Armor made from gold. It provides an Armor Class of 15 and has an encumbrance of 2. Either such a display of wealth is inarguably tempting or there is some enchantment at work because the first attack by an enemy of the wearer in a scene is always targeted at them.
Day 7: Drip
Drops in the Bucket (Elementalist Art)
Prerequisite: Elemental Blast Art
Elemental Blast now consumes Effort for the Day instead of Scene but deals an additional 1 point of damage. Each time you cast Elemental Blast before refreshing your effort pool this bonus damage doubles from the previous cast. So your first time using Elemental Blast in a day will deal +1 damage, your second +2, your third +4 and so on.
Day 8: Toad
Warper Toad (Creature)
This large amphibian's skin swirls with a mesmerizing green and purple pattern. It eyes glow like yellow coals. The toad's tongue swishes and whips out of it's mouth erratically. Warper Toads are known to be unpredictable and dangerous.
HD 5, AC 14, Warp Tongue Lashing 10ft Reach +5 to hit for 1d8+Warp damage or 1/16 shock, Move 30, ML 1d6+4, Inst 4 Insects and Mindless Beasts
The Warper Toad fights by slapping enemies with it's Warp Tongue.
When the Warp Tongue deals damage roll 1d6:
1 - The targets held items swap hands
2 - The Warper Toad and target swap places
3 - The Target and a random nearby creature swap places
4 - The Warper Toad heals for the damage dealt
5 - A random nearby creature takes the damage instead of the target
6 - The target, the Warper Toad, and a random nearby creature take the damage
Day 9: Bounce
Bounding Boots (Magic Item)
An old but well maintained pair of leather boots with two buckles each. The wearer finds their steps to be slightly awkward and bouncy with wearing them. When the wearer lands from height they bounce back up into the air double the height fallen from and then falls slowly and firmly to the ground.
Day 10: Fortune
Wealth Beyond Imagination (Level 3 High Magic Spell)
When you target a living humanoid with 1 HD or less with this spell they are slain and become a grotesque minor Exemplar with 1000 silver worth of inspiration.
Day 11: Wander
Wanderer (Foci)
Level 1 - You gain Know as a bonus skill when you take this focus, as well as an additional 10ft of move speed, and a +1 to hit in combat with staves.
Level 2 - You gain a +2 to Know checks related to locations you may have wandered and when you drop a foe to 0 hit points you may immediately use a bonus Move Action.
Day 12: Spicy
Feverpepper Poison (Item)
A dark orange liquid mixed from very specific juiced peppers and spices. It irritates and numbs the nose to smell, has a bold earthy flavor, and is considered very spicy by most. When consumed the imbiber must make a Physical save at a -1 penalty. If they fail the save they experience extreme discomfort, rising body temperature, and profuse sweating. Mechanically, they accumulate 1d4 System Strain (Exceeding their maximum causes unconsciousness until Strain can be recovered) and must succeed another Physical save in 10 minutes or become incapacitated by the experience for a Scene. After that the poison works it's way out of the body one way or another and the victim will recover.
Day 13: Rise
Daunting Spire of Anmados (Level 2 High Magic Spell)
Cause a spiral-pathed pillar of white stone to erupt from the ground at a location within 100ft. The caster controls the height of the monument but it can be up to 10ft per level and has a diameter of 30ft. The path that spirals around it is narrow and uneven but easily scaled with some time. Any creature hostile to you is filled with a sense of dread upon seeing the tower rise and must make a morale check.
Day 14: Castle
Personal Fortress (Foci)
Level 1 - You gain Exert as a bonus skill. When you root yourself to a spot and exert focus over your physical well-being you gain another chance to throw off bodily ailments. On your turn you give up a Move Action and may not move from your spot in exchange for rolling a save to purge the effects of a lingering injury, poison, disease, or other health-affecting malady. If you succeed your save the effect you targeted ends.
Level 2 - You gain a +2 to Physical saves triggered by Personal Fortress and succeeding also heals you for 2d6.
Day 15: Dagger
Bloodthorn (Item)
This +2 Devouring Dagger is made of living wood and vines that wrap around a jagged obsidian head. When an attack with Bloodthorn connects the blade's edges gnash and shred whatever they contact. The healing normally granted by the Devouring property isn't given directly to the wielder but instead comes in the form of a blood red berry on Bloodthorn's pommel. Only one such berry can exist at a time but anyone who eats it receives the healing.
Day 16: Angel
Angelic Aegis (Item)
A simple leather cloak of outstanding craftsmanship. Every process that went into it seems to have been performed impeccably. On the back is a burnt-in sigil of stylized feathery wings. The wearer of the Angel Aegis is shielded from the first non-massive ranged attack made against them each day. Be it arrow, bolt, or some kind of spell, a golden light will flash up and negate it. When worn you'll also find landing from height much softer as you are immune to damage from falling.
Day 17: Demon
Hellforged Plate (Item)
This +1 Fireproof, Sealed Plate Armor is a work of nightmares. Wrought black iron forms twisted, sharp edges and is stamped with cruel demonic faces. When present your group has a -1 to Reaction rolls but any attempts to intimidate are more affective.
Day 18: Saddle
Saddle of the Pale Horse (Level 1 Necromancy Spell)
You imbue a saddle with necrotic power for a day. When placed upon a dead horse, the saddle returns it to a semblance of life, though it is now undead. By default the spells lasts a day or until the saddle is removed but the necromancer can easily spend a spell slot each day to maintain it. By investing 300 silver into magical oils and dusts the effect can be made permanent, though the necromancer may only control their level number of Pale Horses. They are not combat trained and are mindless to the point they will simply endure attacks unless commanded otherwise.
Day 19: Plump
Decoy Coin Purse (Item)
This item appears to be plump bag of coin. It's true nature is revealed upon either close inspection or upon being grabbed. It's actually a slightly rubbery-feeling sack of air shaped like a coin purse. When grabbed or squeezed it lets out a long wheezing squeak.
Day 20: Frost
The Cone of Cold (Item)
A tall conical-style wizard hat, associated with mages and wise men throughout history. It's the color of clear blue skies with a snowflake pattern. When you stand still while wearing the hat you can command a small snowstorm to build around you as a Main action. Snow visibly swirls around you and the temperature lowers. After 3 turns without moving the floor adjacent to you becomes icy and slippery until you stop the effect (Instant action) or move.
Day 21: Chains
Animated Manacles (Creature)
Found in haunted prisons or the domains of sadistic wizards these Animated Manicles are little more than what their named suggests. Lengths of chain and iron cuffs that attempt to grapple and subdue trespassers. They deal no damage, instead they always initiate grapples when they strike. HD 2, AC 14, +2 to hit, Grapple at +4 on hit, Move 30, ML 12, Inst 1 Automatons
Day 22: Scratchy
Farm Rake (Item)
A sharpened farmer's tool. Once used for scraping leaves or hay it's now used to bloody foes. Dmg 1d6, Shock 2/AC 13, STR-Based, Melee range, 2H, LL, Can be passed off as a normal rake, Enc 2, Cost 3 sp
Day 23: Celestial
Skycast (Origin Foci)
The Skycast were made by outsiders to tend wind-based energy farms among the clouds. Once in a while these clouds have crashed or otherwise become grounded, leaving Skycast down below with no way to return to the sky life. They're tall people, slender, with skin ranging from blue to silver to grey. They typically have a distant, tired, vacant expression on their face as they mostly use shrugs, hunches and other should movement to convey emotion. In fact, faces are mostly use for sight and feeding on the air that sustains them as the filter nutrients from it with their feathery throat organs. The Skycast are hard workers, because they have to be to survive, but also enjoy sports, physical contests, and betting their wealth on who will triumph. The outsiders who created them immersed them in a competitive gambling society to encourage squabbling amongst themselves and even with their influence gone the Skycast toil on and clash with each other as a matter of pride.
Level 1 - Gain Exert or Work (Gambler) as a bonus skill. You are incapable of holding your breath, suffocating as soon as you lose access to air. Increase your Constitution modifier by 1 to a maximum of +2. Once per day you can roll any skill check with 3d6, dropping the lowest die.
Day 24: Shallow
Rebuke the Shallow Grave (Level 5 Necromancy Spell)
As a Main action the Necromancer breaths unlife into a recently slain mortal, immediately reviving them at 1hp but forever tainting them with the curse of undeath. The spell must be cast within 1 minute per caster's level of the subject dying and does not work on dismembered or otherwise destroyed bodies. Anyone revived in this manner gain Origin Focus: Undead (Core Book pg 321) at level 1.
Day 25: Dangerous
Staff of Hostility (Item)
An unadorned wooden staff. Solid, straight, plain and simple. One end is worn from use as a walking stick. If you hit someone with it they will be upset. When a non-character is struck they must make a Save, failure results in their disposition being set to Hostile regardless of other circumstances. Note that being hostile does not necessarily evoke physical violence.
Day 26: Remove
The Zooper (Item)
A length of white crystal wrapped in copper wire, the Zooper is used by pointing at a target and exclaiming "Zoop!" If the victim is wearing shoes they miraculously defy logic and fly off in a random direction. Is this is an undesired effect they make one Evasions save for each shoe to negate the magic of the Zooper.
Day 27: Beast
Wildstaken (Origin Foci)
Once in a while someone will go missing in the woods, mountains, or other wild regions of the world. Most genuinely die or have run away on purpose, but some suffered a mishap and became Wildstaken. It's a wilderness curse that afflicts those that have angered the land or a spirit or something else far from civilization. The Wildstaken are still people but they've lost their memories, they cannot speak, and have grown wildly hairy, fingers turned to claws, and often have horns or antlers.
Level 1 - Your Constitution score is improved to 14, or 18 if it was 14 or higher already. When reaction rolls are made for your group, they suffer a -2 penalty if your presence isn't disguised or hidden. This can be waived if the opposed group is familiar with Wildstaken. You have a pair of rending claws that do damage as if they were shortswords and can be dual wielded. You cannot speak beyond bestial noises though you may understand, read, and write languages as normal. If you die, your physical appearance reverts to your pre-Wildstaken form.
Day 28: Sparkle
Dazzling Mirror (Level 2 High Mage Spell)
Surround yourself or one ally with small floating mirrors for up to a Scene. If that ally is struck in physical melee or ranged combat resolve the attack as normal but the mirrors shatter and the attack must make a Physical save of be blinded for the rest of the Scene. If the spell's subject is targeted by another spell while this one is active it is reflected at the caster before the mirrors disperse and Dazzling Mirror ends.
Day 29: Massive
Hammer of the Faceless God (Item)
This is a +1 Longarm Warhammer. It features an unusually long handle and large jade head featuring intricate carvings. It also functions as a calyx that holds a casting of Jade Palanquin of the Faceless God. This casting recharges on the first of each month. If you insult the hammer it will leave you, disappearing without a trace.
Day 30: Rush
Precise Charge (Foci)
Level 1 - Gain any combat skill as a bonus skill. When you charge you may forgo your +2 to hit to remove the -2 to AC.
Level 2 - When you charge it no longer needs to be in a straight line.
Day 31: Fire
Flame Vortex (Level 3 Elementalist Spell)
The caster causes a spiral of flames to erupt within their sight up to 100ft away per level. The fire circles in a 15ft radius, creatures caught within must make an Evasion save or suffer 2d10 damage and be dragged towards the center. This powerful vacuum effect knocks targets prone and piles them together. Burning ground is left behind hurting anyone who starts their turn in the area for 1d6 damage.
Day 1: Backpack
The Pack of Many Packs (Item)
This simple leather satchel can magically produce 2d6 durable burlap sacks each day. There is a 1-in-20 chance for a particular sack to be riddled with holes, though it is relatively easy to mend with minor sewing skills.
Day 2: Discover
The Eaglescope (Item)
A lavish brass and oak telescoping lens. The end adorned with spread eagle wings. When used to spy upon a flying bird the onlooker may see as if from the bird's own eyes for up to a minute. To recharge the item you must spend downtime Bird Watching.
Day 3: Boots
Trouble Afoot (Encounter)
A town's beloved cobbler recently passed away and there have been reports of noise coming from his shop late at night. The local guard doesn't care for the belongings of the deceased but his family is offering coin to look into it. The spirit of the cobbler is possessing his favorite pair of leather boots and struggling to go about the tasks he practiced in life. There are unfinished orders he walks between, unable to complete them. The PCs can help him pass on by finishing the orders.
Day 4: Exotic
Honeyfly Nettle (Item)
A small folded paper package sealed with a dot of honey. It contains six bee stingers which have been infused with spices and oils from a far away land. They are made to be held between the lips and slowly suckled at over several hours, acting as a pleasant intoxicant.
Day 5: Binoculars
A Fate Forseen (Encounter)
While exploring a mountainous region, carved through with cliffs and canyons, you find a small binocular observation stand fastened into the stone. At the base of it are the scattered bones of at least one humanoid, picked clean by scavengers. It overlooks a stunning vista from grand peaks to an aggressive river below. The longer you take in the view the harder it is to look away.
Day 6: Trek
Retread The Lowland Roads (Level 2 High Magic Spell)
Channeling thoughts of recursion, the mage targets any creatures they choose within sight, priming them to be affected by the spell. The next time a target moves from where they stand they will be reset back to the spot at the end of their turn. Allies affected are allowed to retake their move from that position, perhaps going somewhere different, before ending their turn.
Day 7: Passport
Compression of the Struggling Vessel (Level 1 High Magic Spell)
Placing their hands upon a ship, cart, or other manned vehicle the mage shrinks the vessel for just enough time to pass through a space otherwise untraversable due to size. This spell does not work with crew on board or within and only lasts for a scene.
Day 8: Hike
A Winding Trail (Encounter)
Atop a forested mountain our heroes discover an odd contraption. A metal post spiked into the ground topped with a crank lever. When turned it makes satisfying ratcheting sounds. After leaving the area any group that cranked the handle will find themselves coming across it again within 1d6 minutes, having made no progress along their hike.
Day 9: Sun
Solar Flail (Item)
A ball-and-chain flail adorned with a sun motif. It functions as a +1 Mace and can act as a calyx (spell scroll) able to be stored with one use of Smite the Dead. It can discharge the spell, centered on the user, as part of melee attack.
Day 10: Nomadic
Nomadic Expertise (Full Expert)
Replacement for Masterful Expertise. You give up the versatile luck of a normal Expert in exchange for consistent results where they matter most. As a Nomadic Expert your Survival and Exert skills are always at the highest level attainable by your character without investing any skill points into them.
Day 11: Snacks
Baleful Biscuit of the Incomprehensible (Level 2 High Magic Spell)
The caster summons and propels a magical biscuit directly into someone's mouth. They are silenced, unable to speak, as they chew their way through it, finding it impossible to spit out. They may make a Physical save each round as a Move Action as they attempt to chew and swallow it. A successful save ends the effect and satisfies the targets food requirements for the day.
Day 12: Remote
Hunterling (Creature)
Hunterlings are small forest-dwelling fey creatures capable of traveling great distances while unobserved. They like to sneak around popular hunting grounds and steal the kills of hunters. Being of surprising strength for their knee high size they'll often skulk in and make off with the entirety of a corpse without being seen. If spotted then find themselves slowed down and become angry at which point it is usually safest to look away so they can flee. Their appearance is vaguely humanoid with bark-like skin, leafy protrusions, thorned hands, and bright amber eyes.
Day 13: Horizon
Curse of Distant Desire (Magical Curse)
When an intruder breaks into the deepest sealed chambers of a tomb they're liable to be afflicted with this curse. It causes the poor fools to always see their goals just out of reach, even when no such opportunity exists. It's a curse of delusions and mirages, making everything they every wanted seem to be just over the horizon. This often leads them directly to their doom. Such magic is found in many of the land's burial places but remains hard to dispel.
Day 14: Roam
Ring of Roaming (Item)
A simple silver band etched with a spiraling footprint pattern. When worn the bearer finds their movement speed increased and that they're more likely to notice details they might of missed when in a hurry. However, they'll be prone to sleepwalking and may awaken in odd places or perform tasks they don't remember while asleep. Even if they remove the ring this effect may last several days.
Day 15: Guidebook
Manual of the Undercity (Item)
A slim black tome bound with fine lace. It smells faintly sweet. Inside is a horrifying exposé of the obscene activities that were once available in the catacombs beneath a major city. Seemingly written hundreds of years ago it features a menu of vices and high praise from notable historical figures.
Day 16: Grungy
Guttersnipe (Foci)
You've spent significant time among the downtrodden, know what it's like to be impoverished, and have learned some harsh lessons from such a life.
Level 1: You gain Notice as a bonus skill. You can always find safe haven among a city's poor population as long as your crimes haven't affected them.
Level 2: You have a +1 to Sneak checks when used to disappear into a crowd or pick the pocket of someone traveling in a group.
Day 17: Journal
Journal of Stolen Dreams (Item)
When next to a sleeping person, this plain leather-bound journal records their most prominent dreams. It has enough pages to record 20 dreams before it is filled and the magic becomes inert.
Day 18: Drive
Piton The Fool (Level 1 Elementalist Spell)
Target a creature standing over exposed earth and forcefully drive them into the ground. Half of their body becomes buried until they can dig themselves out by spending a turn and succeeding a Physical Save. If the target has more HD or levels than you they get a Physical Save to resist the initial effect as well. When used over muddy or particularly difficult terrain any saves are made with a -2 penalty.
Day 19: Ridge
Ridge Runner (Foci)
You are adept at acts of balance and precision due to a practiced application of risky behavior.
Level 1: Gain Exert as a bonus skill. You cannot be knocked down and have resistance to falling damage, treating any fall as if it was 20ft shorter.
Level 2: When you try to shove or knock down an enemy you have a +2 to your initiating attack roll. You also climb extraordinarily well, being able to move at you land speed up rough vertical surfaces.
Day 20: Uncharted
Wandering Shrine (Encounter)
Locals say there is a shrine in the nearby woods that might appear when you are lost. No attempt to map or track it has ever succeeded. It appears as a small flat altar and will have dried meat and berries on it. Legends claim to not eat the food is an offense and will bring you bad luck.
Day 21: Rhinoceros
Hide of the Great Rhino (Item, +2 Buff Coat)
A magical set of tough, grey hide armor. It is coarse and dry to the touch but feels easy to wear. The wearer of this armor is granted +1 damage when they Charge an opponent and may Shove them after a successful attack.
Day 22: Camp
Snuffing the Restful Flame (Level 1 Elementalist Spell)
The caster wards a campfire and the area within a hundred feet of it. At the time of casting any number of specific people can be designated to not trigger the warding. If anyone not excluded by the caster enters the area the flame will snuff out and the caster will be awoken if they were asleep.
Day 23: Rust
The Rusted Crown (Item)
A crude iron crown, orange and pocked by rust. When worn you take 1 less point of damage when hit with non-magical metal weapons, not including Shock.
Day 24: Expedition
Pather's Cap (Item)
Available as a dark wool knit cap for cold weather or a brimmed visor for warm expeditions. This cap has an inseam pocket for storing travel plans, maps, and forecasts. Once every six hours the wearer can peer at the documents within using only their mind's eye. (edited)
Day 25: Scarecrow
Horror of the Farmer's Land (Level 2 Necromancy Spell)
Target a person with equal or less HD than yourself, they must succeed at a Mental save or be paralyzed into a scarecrow pose - standing straight up with their arms spread horizontally. This paralysis lasts one day per the caster's level, or until dismissed or dispelled. Any creature who gazes upon the paralyzed target must succeed a Mental save or be unable to approach them. Being paralyzed by this spell does not remove the need for food, water, shelter, or other essentials.
Day 26: Camera
Perfectly Painted Portal (Item)
A magical canvas, noteworthy only for a strange sheen over its surface. When painted upon most things will fade away within hours. If set up properly, with the right incantations and skill, you can paint an image of the landscape in front of it to create a permanent portal. The portal travels with the canvas, affixed to it, but is able to drop you out where the painting was made if you press yourself through it. Unfortunately there is no way to bring the painting through itself or to make a return trip. (edited)
Day 27: Road
Bandit's Road (Encounter)
In the lowlands there is a trade road known as the Bandit's Road. It's integral to the transport of goods in the area. There is a magical power at work here though that wipes clean the signs of travel each day as dawn. No wagon trail, footprints of man nor beast, or any kind of travel-worn marks survive past the night within this location.
Day 28: Jumbo
The Really Big Crossbow (Item)
An inelegant ranged weapon, on the teetering edge of absurdity. It suffers from a -4 to hit rolls, deals 2d6 damage if it manages to strike a target, and weights 2 encumbrance. (edited)
Day 29: Navigator
Ricochet Charm (Weapon Mod)
Requiring Craft-2, 10,000 SP, and 2 units of ancient salvage this modification can be fitted onto a ranged weapons. It allows fired projectiles to make one drastic change in trajectory, though no more than 90 degrees, and can still only strike targets you can see. This is useful for going around or over cover, performing impressive trick shots, or securing a grappling hook.
Day 30: Violin
Maestro (Foci)
You masterful performances bolster your allies and soothe the masses.
Level 1: Gain Perform as a bonus skill. Once per day when you perform your art, choose a number of allies equal to your Perform skill and grant them a +1 to their next Morale check within 24 hours. When playing for coin you receive twice the usual amount.
Level 2: Once per day in suitable venue (tavern, town square, theater) you can put on a performance lasting for a scene that removes 1 system strain from those who listen or participate but take 1 point of system strain yourself.
Day 31: Landmark
The Casting of a Historic Paradigm (Level 3 High Magic Spell)
The caster designates any or all of the area within 300 ft of themselves as a landmark that imparts knowledge to those who enter it. Spending a day walking the grounds and repeating the information they wish to bestow upon others, they create a zone in which new arrivals learn roughly a paragraph's worth of lore about the location. The details of the message can only be about things that have happened here or other reasons it might be an important site. There is no chance to resist the message but it is up to the individual to decide if they believe it and how to act on it. The spell lasts for up to a year unless dismissed or dispelled.