Gnome

### Senses

Gnomes have a keen sense of taste, which is reflected in their food. They favor sour dishes with satisfying texture and complex, layered flavors.  The dining experience is as much a matter of mouthfeel as of spice and accents.  Gnome cooks who have mastered pleasing foreign palates garner high demand as chefs.

Gnomes’ expanded senses hint that their brains and sensory organs are as lithe as their musculature.  Even ignoring the social conditioning aspects, gnomish receptivity to sensory input has led to several beneficial adaptations.

The most obvious sensory advantage a gnome has is his eyes.  Larger proportionally than those of a human, gnome eyes are extremely sensitive, taking in more light from a slightly expanded spectrum, which allows gnomes to see twice as far as humans in poor lighting.  Pupils that dilate farther and faster than a human’s also help to keep gnomes from being caught off-guard when entering an area of low light, though they still rely on normal light to see rather than gaining true darkvision.  Similarly, their eyes’ larger range of movement allows gnomes to see more out of the literal corners of their eyes than a human could from the same position.

### Diet

Gnomish mooncakes, eaten in the city-states of Gwaghdogh, Hogh Kogh, and Makao are round pastries, measuring about 2½ inches in diameter and ¾ inch thick. A rich thick filling usually made from black-eyed pea or chestnut paste is surrounded by a thin (tenth of an inch) crust and may contain yolks from salted duck eggs. Mooncakes are usually eaten in small wedges accompanied by gnomish sour red ale (made with sugar kelp).

Mooncakes were used by gnomish revolutionaries 508 years ago as part of the effort to overthrow the halfling Lugwus Tolgwy Sbebo, the king of Holbytla. The idea is said to have been conceived by Shuwanshagh and his advisor Lhubaon, who circulated a rumor that a deadly plague was spreading and that the only way to prevent it was to eat special mooncakes, which would instantly revive and give special powers to the user. This prompted the quick distribution of mooncakes. The mooncakes contained a secret message coordinating the revolt on the 15th day of the eighth lunar month.

### Longevity and Life Cycles

Gnome children enter the world vibrant, full of color, and immediately alert.  They begin to move under their own power within a few weeks, crawling at first until they get their legs under themselves, and walking by 6 months.  At about this time, they discover their primary aptitude: getting into trouble.  They also discover the notion of consequence.

Gnome children are rarely told what to do, only what to expect.  Learning through experience is both a natural predilection and something of a cultural norm for gnomes, and in anything less than a potentially fatal situation, gnomes tend to take a laissez-faire approach, noting that children have greater respect for danger once they’ve seen some of its consequences.  This relaxed standard tends to make even the most overprotective gnome parent look negligent to other races.  And in some ways, they are ~ gnomes are far less attached to their own children than to the perpetuation of the race as a whole, and youngsters in a gnome village are raised collectively, with the nearest adult providing parenting as necessary.

Formal schooling is a rarity for gnome children.  While some families living among other races go with the flow and send their children to school, gnomes generally take it for granted that their children’s natural curiosity will lead them to investigate anything that catches their interest, and this self-driven education proves at least as effective as human schooling.  Most gnomes who enter academies and other formal education do so later in life, when they’ve identified a particular interest and exhausted all resources available for independent study.

### Resilience

The physical potency of gnome musculature has both drawbacks and benefits.  While weaker than all races but halflings in terms of brute strength (and slower than halflings by a significant margin), gnomes possess an innate resilience matched only by that of dwarfs.  While their stout ancestors receive their hardiness from their thick, muscular build, gnomes take theirs in part from the presence of longer muscular strands, gifts from their whwi'nutowr ancestors, that increase their endurance and flexibility.  Thanks to their unique build, a gnome can twist and bend in ways that more dense muscles might not normally allow, also helping them absorb impacts.

The more brazen members of this race sometimes wager with their fortitude in contest with their fellows, matching one another bite for bite as they dine on fungal purgatives and noxious plants.

### Battle Training

Gnomes often chafe when forced to use bland or standard-issue armor and weapons.  Wide-reaching superstition among gnome warriors holds that heading into battle with gear that hasn't been personalized invites bad luck, and most remain nervous until they’ve had a chance to do something about the problem, even if it’s as simple as applying some paint or tying on decorative fabric or favors.  More often, their improvements are functional as well as artistic, such as adding a quick-draw sheath or a carefully concealed blade.  Once gnomes can work on their gear and improve or personalize it, this restlessness dies down.  Gnomes are rarely satisfied with their equipment, even when it’s in top condition; thus, rather than fooling around overmuch with their essential tools, gnome warriors often carry other, smaller projects to distract them ~ projects that may come in handy later in their lives.

When creating their own armor or weaponry, gnomes pursue both complexity and utility. They seek the optimum solution for specific needs and rarely create the same solution twice, as their thinking and craftsmanship evolve over time as they gain experience.  Gnome adventurers often carry multiple types of weapons in order to have the perfect weapon on hand to deal with the particular creatures they anticipate meeting, and more than one adventuring party has had to forcibly discourage a gnome from bringing multiple suits of armor.

Gnomes live in a world of creatures that are generally larger, stronger, and faster than they are. Fighting such towering foes on a basis of strength versus strength is typically a losing proposition, but for all of a gnome's quirks, a defeatist attitude is not among them. Therefore, out of necessity, gnomes tend to make combat a two-step procedure: inconvenience and distract a stronger opponent, and then exploit that distraction.

One primary tool gnomes use to enact this procedure is the polearm, as keeping a Medium or Large foe at a healthy distance is just good sense. Gnomes of nearly any class can use a longspear, and with a little practice, glaives, guisarmes, lances, and ranseurs are even better choices. Tanglefoot bags are also part of a wealthy gnome’s arsenal.

Gnomes, however, are rarely satisfied with just one good idea. In addition to keeping enemies at a distance, gnomes prefer weapons that can help them disarm or trip. The ranseur and guisarme are particularly favored for these abilities, as are specialized gnome weapons like the flailpole and the battle ladder. These weapons offset gnomes’ racial combat deficiencies while retaining their slight Armor Class advantage.

Furthermore, gnomes love double weapons. (If triple weapons were feasible, they’d love those even more.) Any weapon with multiple uses is sure to gain a gnome’s admiration; a wielder proficient with both dire flails and whips is considered a high artist

### Gnomish Cultures

Given their particular predilection for the chaotic, the phrase “gnome culture” is perhaps something of a misnomer.  Gnomes delight in defying expectation, discovering the borders of life, and exploring the mysteries of existence itself.  Because of this, their lives are broad and shallow as they seek out new experiences ~ except where they are narrow and deep, or where they are broad and deep (or perhaps narrow and shallow).  If there’s anything a gnome hates, it’s feeling boxed in.

Gnomes are often described as being children at heart, with all the positive and negative connotations implicit in the phrase.  It is said that they use new and exciting experiences as a way to shock themselves back into a childlike mode, so that they can view the world from a fresh perspective and understand each part of it as a child would.  Their personalities and viewpoints are mercurial, prone to changing at any moment as new data emerges (or even if it doesn’t).  While this seeming innocence can be endearing, that isn’t always the case; the innocent cruelty of a child burning ants or tormenting small animals can manifest in gnomes of all ages.  To the gnome mind, both the smell of an unfamiliar flower and the wet pop of a squeezed eyeball are equally novel sensations.

By their very nature, gnomes are inquisitive, curious, and crafty ~ what better way for them to understand the world and its rules than to experiment with the material of the world itself?  Thus, they work with stone, wood, and water, shaping it and themselves in the process.  Because they are always seeking engagement, they carry small projects with them as they travel and work on them whenever possible.  The joy of creation is in the discovery and improvement, and each piece from a gnome craftsman is one of a kind.  A client seeking a gnome architect’s advice on constructing a bridge would do better to look at the gnome’s previous work as an exploration of style, rather than as a firm indicator of what the end result might be.  It’s common knowledge that while a gnome is a great asset when you have a problem that needs solving, a dwarf is better when you have a specific solution in mind.

Because of this, gnome villages rarely have any one particular architectural style.  Instead, most consist of a mishmash of the dominant styles of neighboring cultures, flavored with the experience of the gnomes who’ve chosen to live there.  Thus, a gnome town in the Empire might evince flavors of the new Holbytlan style, possibly with some Bloody Coast or Asimar influence, and, depending on the inhabitants, potentially minarets, pyramids, or grass huts.  It is said that Imperial agents often visit the gnomes of Brhast'elwak in order to measure the architectural changes to the city and discover how much influence Natsiyaasim or other rivals have exerted in the area.

**Families:**  Gnomish families tend to be small, and though gnomes may have many intimate and loving relationships throughout their lives, they rarely see fit to limit their options with long-term ties.  “Till death do us part” is a romantic concept ~ and gnomes are nothing if not romantic, as grand gestures and dramatic emotions fit their nature perfectly ~ yet before long, a gnome is likely to see any monogamous relationship as an endless string of closed doors and move on, even if only to fall in love afresh.  Most gnomes have a large list of others whom they call lovers, even if married or bound in union.  Indeed, group marriages are extremely common among gnomish communities, although most stick to two primary partners in order to avoid too much confusion.  As lifelong bondings such as marriage are rare, the fickle arrangements mean that children are seldom a good idea, and sensible gnomes take steps to prevent conception.  Still, every year some gnomes decide that starting a family is the newest adventure they want to explore and reproduce accordingly, keeping the race alive for another generation.

**Sex:**  Gnomes like sex.  It's an opportunity to have fun, play with toys, and relax.  For most gnomes, sharing in sex is an enjoyable pastime, with no more commitment or formality than sharing a meal (or, maybe more accurately, exploring a mutual curiosity) together.

Drawing from the sex manuals given by their dwarfin cousins to adolescents and extending the knowledge therein with typical gnomish experimentation, gnomes have created the most intricate sex toys and manuals.

Gnomes are adventurous and engaging lovers, willing to try almost anything once just to see what it's like.  Foreplay is key in gnomish sexuality, with each partner going to elaborate extremes to arouse the other before the actual act of sex occurs.  Gnomes reach sexual maturity between the ages of 40 and 50 years.

Some gnomish illusionists specialize in creating vivid, erotic images for clients, while some gnomish scribes fill tomes full of sexual images that actually move and writhe on the page.  Pornographic illusionists are always on the hunt for sexually alluring subjects on which to base their work.  In a number of magical lineages and traditions arising out of gnomish cultures, spellbooks themselves are erotic in nature, complete with lifelike images of sex intermingled with the arcane writing.

Gnomes have a 1.5% chance of becoming pregnant per appropriate encounter, and gnomish gestation lasts for 13 months.

**Government:**  Many gnomish city-states, having become disillusioned with dwarfin ideas of monarchy, instituted the so-called sibling or spousal method.  Under this plan, the gnomes choose who they think would be the best leader ~ and then elect that gnome’s spouse or sibling.  This way, the most qualified person gets to exert influence over the ruler (and hence policy) without being weighed down by the burden and responsibility of rule, while the actual ruler makes sure the advisor doesn’t get too drunk on power.  This gnome version of checks and balances has been known to drive Imperial diplomats to the brink of tears, but such is the ingenuity inherent in any gnome political system.

**Attire and Fashion:**  Unless enraptured by a particularly interesting cut or style, gnomes often lean toward utilitarian, loose-fitting clothing where feasible, with a particular penchant for pockets and other handy places to store their many collections and discovered treasures. Regardless of their armor or additional garb, gnomes almost always wear pocketed vests or bandoliers with pockets and pouches if they can get away with it. Finding something fascinating only to be forced to abandon it for lack of storage space is an avoidable tragedy that all gnomes experience at some point in their lives, and they guard themselves against it forever afterward.

## History

### Origin of the Moon

Long ago, before the foundations of Hhabikht' were laid, the great goddess Snake-Skirted Lady Wind was living peacefully at Silent Snake Hill.  One day, she was sweeping her home as she always did, when a peculiar sight greeted her.  A little ball of beautiful feathers was drifting down from the sky towards her.

“What a lovely bunch of feathers!” Snake-Skirted Lady Wind said as she stopped her sweeping to pick them up.  “Perhaps they are a gift from another god. Either way, I will keep them.”  She tucked them into her clothes for safekeeping and resumed her sweeping.  Later, once she had finished sweeping, she reached for the feathers to take them and put them away, but they were gone.  “Where are my beautiful feathers?  Did I drop them?”  She looked around for the feathers, but they were nowhere to be found.

Snake-Skirted Lady Wind suddenly stopped her search and placed a hand against her belly.  “What’s this?  I’m pregnant!”  She wondered at this miracle.  “The beautiful feathers have become a baby ~ how can this be?”  Excited and amazed, she shared this incredible news with the other gods and goddesses.

Face Painted with Bells was not happy for their mother.  Later that night, they gathered their brothers, the Four Hundred Southerners.  “Our mother has no sense of shame!  She’s pregnant, and who is the father?  We don’t know!  She claims it’s a miracle, but I don’t believe her.  No, she’s let herself be overcome by lust and is acting like a common whore.  We’re going to have to kill her to remove the stain of shame from our family.  Who’s with Me?” they cried out, raising their shield and shaking their warrior’s bells.

The Four Hundred Southerners all shouted back to them in agreement.  “We’re all with you!  For her disgusting behavior, we will help you kill our mother!”  Then they all began to prepare for war.  All of them except one, that is.  A single star, Upright Tree, crept away from the secret meeting and ran for Silent Snake Hill.

“Mother!” he cried out.  “Mother, your child and sons are planning to kill you!”

Snake-Skirted Lady Wind wept in terror and heartache at the news.  “So I will be murdered at the hands of my own children, even though I’m innocent of any immorality!”

Then a strange voice was heard.  “Don’t be afraid, Mother.  I won’t let them lay a hand on you.  I’m here, and will protect you, no matter what the danger.”  It was Snake-Skirted Lady Wind’s unborn son, the Left-Handed Hummingbird, speaking to her from within her womb.  Upright Tree and his mother were amazed.  “I’ve already got a plan for dealing with these murderous kinslayers.  Just tell me when the army gets to the top of Silent Snake Hill, and I’ll do the rest.”

So, Snake-Skirted Lady Wind waited with trepidation in her home atop Silent Snake Hill as the only loyal Southerner watched Face Painted with Bells’s army march slowly towards them.  Even from his vantage point on the peak, he could hear the terrifying war-shouts, jingling of bells, and clashing of spears against shields.  Face Painted with Bells marched their army higher and higher up the slopes, calling out “Snake-Skirted Lady Wind!  Prepare to die for your shameful deeds!  We come to avenge our family’s honor!”

At that time, Upright Tree called out to the Left-Handed Hummingbird, “They’re here!  And Face Painted with Bells herself is leading them!”

In an instant, the Left-Handed Hummingbird was born.  In the blink of an eye, he was a full-grown man, painted for war in blue and yellow.  He straightened his warrior’s array and picked up His shield and javelin.  “See, Mother?  I am here to protect you!”  He took up the Fire Serpent, a blazing thunderbolt that flared to life in his hand, and with an echoing shout he raced like a comet towards the very startled Face Painted with Bells.  They fought like two fierce lions, but in the end, the Left-Handed Hummingbird struck off his sibling’s head and threw their lifeless body tumbling down the side of Silent Snake Hill.  He then threw their severed head into the sky, where it still is to this day as the moon, their golden bells shining in the night.

Before the Four Hundred Southerners could react, he was in their midst like a raging fire.

They fought back, but nothing they did could drive him away.  They tried to frighten him, but he just kept attacking.  Finally, the Southerners pleaded with him to spare them.  “No!” the Left-Handed Hummingbird snarled.  “You will all die for betraying your mother so cruelly!”  The enraged god chased them, killing them mercilessly.  Only a very few Southerners escaped to hide in the farthest reaches of the southern sky.

With the army crushed, the Left-Handed Hummingbird proudly walked the battlefield and picked up the regalia of one of the Southerners.  He took it as a trophy, wearing part of it as his own and absorbing the might of the Southerners.  This great battle at Silent Snake Hill was the Left-Handed Hummingbird’s first victory, his first steps on the long road through the maelstrom of war.

### Lunar Origins

Long ago, before the halflings ruled, before the various giant races ruled, way back when the butterfly people were the most powerful people in the world, ten suns rose together into the skies and scorched the earth, thus causing hardship for the people. The archer Hut'anbaon shot down nine of them, leaving just one sun, and was given the elixir of immortality as a reward. He did not consume it straight away, but hid it at home, as he did not want to gain immortality without his beloved wife Shaghei. Hut'anbaon went about his business, which included peeping on a very handsome imperial inspector with whom he had fallen in love through a bathroom wall. When the inspector discovered him doing this, Hut'anbaon confessed his reluctant affections for the other man. The inspector sentenced Hut'anbaon to the loss of his greatest prize, and proceeded to storm to Hut'anbaon's house in an attempt to force Shaghei to give him the elixir. She refused and drank it herself. Shaghei then flew upwards towards the heavens, choosing the moon as residence. Infuriated and unrealizing that his sentence had indeed come to pass, the imperial inspector had Hut'anbaon sentenced to death by beating.

One month after Hut'anbaon's death, he is said to have appeared to a village elder from his hometown in a dream in the form of a leveret (a rabbit in its first year), claiming that since his crime was one of love, the underworld officials decided to right the injustice by appointing him the god and safeguarder of homosexual affections and reuniting him with the woman he had loved as well. The two thus became the divine parents of a race of anthropomorphic rabbits who live upon the moon.

## Pathfinder, 1st edition, Racial Traits

* **Ability Score Racial Traits:** Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, +2 Appearance,and –2 Strength.
* **Type:** Gnomes are Humanoid creatures with the dwarf and gnome subtypes.
* **Size:** Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* **Base Speed:** *(Slow Speed)* Gnomes have a base speed of 20 feet.
* **Languages:**
* **Pupation:** As partial descendants of dwarfs, gnomes who manage to reach the end of their lifespan must roll 1d20. On a 10 or less, they do not actually die of old age, but instead pupate and emerge as a ?? (CR 3), a malformed version of the interplanetary carrion insect known as a byakhee.

### Defense Racial Traits

* **Bond to the Land (water):** Gnomes gain a +2 dodge bonus to AC when in or on the water, the home of their merbunny ancestors.
* **Illusion Resistance:** Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
* **Shadowhunter:** Gnomes deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

### Magic Racial Traits

* **Fey Magic (water):** Gnomes havea mystic connection to the water.  If a gnome has a Charisma score of 11 or higher, when in or on the water, she gains the following spell-like abilities: 1/day – *enhanced diplomacy*, *guidance*, *light*, and *touch of the sea*. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
* **Shadowplay:** Gnomes cast spells with the darkness, light, or shadow descriptor at +1 caster level.

### Senses Racial Traits

* **Dusksight:** When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
* **Low-Light Vision:** Gnomes can see twice as far as humans in conditions of dim light.

## Gnomish Trait Options (Pathfinder, 1st edition)

Only gnomes may select one of these traits. Well, a couple of them can also be taken by dwarfs and other races descended from dwarfs.

### Race Traits

* **Clearheaded:**  You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on saving throws against illusion effects.
* **Grounded:**  You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
* **Verminfriend:**  Vermin regard the character better than they would normally, recognizing a distant cousin.  If a vermin is about to attack the character, she may make a Charisma check (DC 20; gnomes suffer a -1 penalty, gnolls a -2, humans and hyenas -3).  If the check succeeds, that vermin refuses to attack her for 24 hours.

### Religion Traits

* **Lover of the World:**  *(the Academy)* Even before you joined the Academy, you felt a profound combination of wonder and kinship with the world around you.  The mystically logical and rigorous observation fostered by the Academy only fostered the feeling, and now you can sometimes hear the north wind calling you or smell the dread taint of polluted water before you taste it.  You do not gain the normal list of spell-like abilities for the fey magic (water) racial trait.  Instead, if you have a Wisdom of 11 of higher, you gain the following spell-like abilities: 1/day—*detect poison*, *know direction*, *stabilize*, and *speak with animals*.  The caster level for these effects is equal to your character level.  The DC for these spells is equal to 10 + the spell’s level + your Wisdom modifier.  These spell-like abilities can be used anywhere, not just in or on the water.

### Magic Traits

* **Charlatan:**  The moonlight in your blood gives you the ability to actually channel spell energy into simple illusions that augment your attempts at deception.  As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn.  The bonus on this check is equal to the level of the spell consumed.  You may use this ability 3 times per day.
* **Naturally Gifted:**  For unknown reasons, you have deeper reserves of lunar magical energy than those around you.  Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness.  Wherever the truth lies, you gain an additional use of one of your fey magic (water) spell-like abilities each day.  This does not always have to be the same spell-like ability ~ one day you might use *enhanced diplomacy* twice, only to use the additional casting for *touch of the sea* the next day.
* **Trickster:**  Your moon-born ancestors' heritage has given you a natural talent for illusion, leading to you being offered training in more advanced figments and glamers.  You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the illusion school.

### Miscellaneous Traits

* **Gnomish Brewer:**  Gnomes have extended the fermenting knowledge of their dwarfin ancestors into a broader exploration of alchemy ~ focused on distillation, fermentation, and putrefaction, yes, but incorporating other procedures as well.  Fascinated by this study, you have an extensive knowledge of alchemy and ready connections in the business.  You gain a +2 trait bonus on all Craft (alchemy) checks.
* **Collector:**  You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons.  You find this strange menagerie useful in ways no non-gnome could understand.  Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Mirrorwood horsenail is worthy to add to your collection when a dwarfin wheelbarrow nail is not, it all makes sense to you.  Select one of the following skills: Craft (any one), Disable Device, Escape Artist, Perform (any one), or Spellcraft.  Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill.  Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing.

## Common Archetypes (Pathfinder, first edition)

* Barbarian
	+ Mooncursed (*Horror Adventures*)

## Common Class Options (Pathfinder, first edition)

* Barbarian Rage Powers
	+ Maggot Spirit (*Horror Adventures*; reskinned Daemon Totem)
	+ Maggot Spirit, Greater (*Horror Adventures*; reskinned Daemon Totem, Greater)
	+ Maggot Spirit, Lesser (*Horror Adventures*; reskinned Daemon Totem, Lesser)
* Oracle Mysteries
	+ Shadow (*Blood of Shadows*)
* Psychic Disciplines
	+ Shadow (*Blood of Shadows*)
* Rogue Talents
	+ Gloom Magic (*Blood of Shadows*)
	+ Greater Gloom Magic (*Blood of Shadows*)
	+ Shadow Duplicate (*Blood of Shadows*)

## Common Feats (Dungeons and Dragons, 3.x edition)

### General Feats

* Disarming Looks (*Book of Erotic Fantasy*)

## Common Feats (Pathfinder, 1st edition)

### General Feats

* Effortless Trickery (*Gnomes of Golarion*)
* Extra Gnome Magic (though, of course, the spell-like abilities are different; *Gnomes of Golarion*)
* Fear Eater (*Horror Adventures*)
* Incorporeal Intuition (*Horror Adventures*)
* Purging Emesis (*Horror Adventures*)
* Putrid Summons (*Horror Adventures*)
* Quicken Spell-Like Ability (*Pathfinder RPG Bestiary*)

### Metamagic Feats

* Eclipsed Spell (*Blood of Shadows*)
* Snuffing Spell (*Blood of Shadows*)

## Common Spells (Dungeons & Dragons, 3.x edition)

* Absorb mind (*Book of Vile Darkness*)
* Absorb strength (*Book of Vile Darkness*)
* Consume likeness (*Book of Vile Darkness*)
* Curse of the putrid husk (*Book of Vile Darkness*)
* Rotting curse of Urfestra (*Book of Vile Darkness*)

## Common Spells (Pathfinder, 1st edition)

* Baleful shadow transmutation (*Blood of Shadows*)
* Dancing darkness (*Blood of Shadows*)
* Hunger for flesh (*Horror Adventures*)
* Mass hunger for flesh (*Horror Adventures*)
* Mass mydriatic spontaneity (*Blood of Shadows*)
* Motes of dusk and dawn (*Blood of Shadows*)
* Mydriatic spontaneity (*Blood of Shadows*)
* Penumbral disguise (*Blood of Shadows*)
* Phantasmal putrefaction (*Horror Adventures*)
* See through stone (*Dwarves of Golarion*)
* Shadowform (*Blood of Shadows*)
* Shadowmind (*Blood of Shadows*)
* Shadow trap (*Blood of Shadows*)
* Verminous transformation (*Dwarves of Golarion*)

## Common Prestige Classes (Dungeons & Dragons, 3.x edition)

* Cancer mage (*Book of Vile Darkness*)
* Vermin lord (*Book of Vile Darkness*)

## Common Magic Items (Dungeons & Dragons, 3.x edition)

### Rings

* Ring of disease detection (*Book of Erotic Fantasy*)

### Wondrous Items

* Dwarfin offal bag (re-named Vasharan offal bag; *Book of Vile Darkness*)
* Dwarfin worm pod (re-named Vasharan worm pod; *Book of Vile Darkness*)
* Maggot harvester (*Book of Vile Darkness*)
* Slime pot (*Book of Vile Darkness*)
* Symbol of dwarfin ancestry (re-skinned symbol of Demogorgon; *Book of Vile Darkness*)

## Common Magic Items (Pathfinder, 1st edition)

### Rods

* Eclipsed metamagic rod (lesser/eclipsed/greater) (*Blood of Shadows*)
* Rod of delumination (*Blood of Shadows*)
* Snuffing metamagic rod (lesser/snuffing/greater) (*Blood of Shadows*)

### Weapons

* Enervative shadowcraft (*Blood of Shadows*)
* Focused shadowcraft (*Blood of Shadows*)
* Lashing shadowcraft (*Blood of Shadows*)
* Shadowcraft (*Blood of Shadows*)

### Wondrous Items

* Moonlight lantern (*Horror Adventures*)
* Palelight torch (*Blood of Shadows*)
* Shawl of shadowy disguise (*Blood of Shadows*)
* Tome of dissolution (*Blood of Shadows*)

## Common Templates (Pathfinder, 1st edition)

* Moonbound werewolf (*Horror Adventures*)