By Glenn Dean, Staff Reviewer d20 Magazine Rack
Sizing up the Target
Gnomes: Masters of Illusion is a 96 page d20 race supplement designed by Dark Quest Games and published by EN Publishing. The PDF version is available as a $7.95 download; a print-on-demand version is also available for a limited time.
First Blood
Gnomes: Masters of Illusion provides an in-depth treatment of everyone’s favorite race of practical jokers: gnomes! This supplement develops three different gnome cultures and provides a number of feats, equipment, magic, and prestige classes appropriate to gnome characters.
Each of the three cultures in Gnomes gets the same full sociological treatment. We’re treated to a complete description of the gnome life cycle, from birth to death, a discussion of family relations, society, class roles, humor, recreation, arts, education, food preferences, clothing, basic religious beliefs, style of government, laws, and military organization. In short: everything needed to portray a complete gnome society. One item I felt lacking, however, was a good linkage of the game mechanics to the background – none of the three cultural descriptions really addresses the gnome affinity for illusion adequately, for example, nor is there an explanation of gnome ties to small burrowing animals.
The three cultures developed in Gnomes are hill gnomes, mountain gnomes, and Daewan. Hill gnomes are your stereotypical, Core Rulebook I gnomes: pranksters, tinkers, and engineers who live in a classless republican society. Mountain gnomes are a variant much closer to dwarves: clannish miners with an aristocratic class structure, though they maintain the prankster outlook – not a dramatic shift from the base archetype. The Daewan are quite different (albeit with the same statistics): urban, bureaucratic, with an affinity for poetry and painting, living in a hierarchical class structure of imperial nobility. “Chinese Gnomes” expresses the Daewan stereotype most succinctly.
A chapter on “Developing Gnomes” provides a number of game-related mechanics for character development. There are 23 gnome feats, focused on illusion (Ghostly Musician, Master of Illusions), alchemy, books, and combat specialties for small creatures. A few of them have some odd mechanics: Combat Feint provides a +4 bonus to Feinting – perhaps the Bluff skill was meant; Trick Big Folk is useless when Skill Focus: Bluff provides the same benefit applicable against a wider range of targets. There’s a sample gnome pantheon of 10 deities, complete with portfolios, domains, and favored weapons; a treatment of gnome diseases provides some neat ideas specific to the race – an outbreak of “Goblin scabs” could make for some interesting game sessions. We’re provided with a gnomes-eye view of each of the core classes and their roles in gnome society (including the NPC classes, a group often overlooked). Most interesting are some additional gnome subraces: the Frightlocks, evil necromancer gnomes; Oakcaps, wild druidic gnomes; and Toedirts, filthy scavenger gnomes.
A section of gnome equipment provides some additional options for gnome characters. There are a few peculiar weapons like the Bola Staff, and a few useful cut-down weapons like a gnome trident. Of greater interest are a number of flavor items: food, drink, spices, general adventuring equipment, and the like that can give gnomes some personality. Daewan gnome characters can even purchase Tofu and duck sauce.
The chapter on spells and magic items is my favorite section of this work. The magic items and spells are broken into two sections, common and prestigious, and perfectly capture the archetypal gnome preference for illusion and practical jokes. There are 42 common spells – mostly illusions like Box of Dots, but including some great “Little Folk” and “Big Folk” focused spells, and a few individual standouts. Rice to Maggots, and its counterpart, Maggots to Rice, has some great potential for in-game practical joking, as does Mouth of Great Disfavor – which causes the recipient to perpetually put his foot in his mouth (figuratively speaking, of course). Detect Hat Aura and Hat Speak are from the Hatalyst specialty of spells – but I must have missed that specialty elsewhere in the work. There are some common magic items for gnome use, but more interesting is the prestigious magic: the collected spell works of such gnome notables as Bandycock “the Clean” and Doodlebig “the Voice”.
Eight prestige classes and a gnomish glossary close out Gnomes. There are a couple of great prestige classes here: the Stump Knight, with his ability to “Smite Big Folk” is quite gnomish and amusing, and the Illusioneer fits right in with the gnome archetype. A few of the mechanics are downright odd, though, either from a flavor or mechanical perspective. The Tiger Monk has a “lizard focus” ability (why gnomes and tigers, and why lizards and tigers?) but is otherwise a solid class, for example, but the Burrow Savage has a base movement increase of +8 feet, and an attack bonus against creatures with greater than 11 intelligence, both of which I’d consider unworkable mechanics. There are balance issues as well: the Earthbound Lord is extremely weak, while the Gnome Guardian has earth-based powers that are absolutely huge (+8 to strength and +4 to armor class when bound to a specific location) – both would likely be fine for NPCs, but not recommended for PCs.
Two versions of the PDF file (black-and-white and color) are included in the download version, though all of the artwork is black-and-white sketches; the difference between the two files is the heading colors and the paper background.
Critical Hits
Gnomes: Masters of Illusion does a great job of playing to the established gnome archetype. If you like practical joking, engineer-wannabe, illusionist gnomes, this supplement is right up your alley. The practical joke magic is superb – by far the best part of this work – but the Big Folk/Small Folk feats and spells have a lot of good gnomish flavor as well. The effort to detail gnome culture is worthwhile, and can provide both player and GM with some solid character background and a functional campaign culture.
Critical Misses
I would have like to see Gnomes depart a bit more from the established stereotypes. The Daewan gnomes were a good step in that direction, but the hill and mountain gnomes are too similar. While a treatment of the “baseline” hill gnome is essential, Dark Quest could have forged new ground by developing one of their other gnome subraces – evil gnomes are a rarity and would have been unique, and even a discussion of deep gnome culture would have broadened the flavor a bit (though at least they resisted the urge to go whole-hog into tinker gnomes). As it stands two of their three cultural profiles are a bit overly familiar.
There are some mechanical gaffes, too, as mentioned above. I suspect many of these could have been fixed with a little more deliberate editing effort. The current file has a few too many minor rules consistency problems and odd mechanics.
Coup de Grace
Gnomes: Masters of Illusion is a 100% open content product that treats the gnome stereotype in a stereotypical manner. There are a few mechanical faults, but by and large both player and GM gnome-philes will find something useful for their game inside.
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