13th Age, p.68

The Siege of Silverhold was a turning point in the war, thanks in no small part to the efforts of the allied gnomes, who conjured up a phantom army to distract the enemy and allow our forces to break through their lines.

Lady Thalindra Windrider, "Reflections on the Elven Wars", Silverwood Press circa 12a.453

A small and nimble race, known for their love of trickery, their affinity for illusion magic, and their skill at.

Racial Bonus

+2 Dex or +2 Int


Gnomes have a +2 AC bonus against opportunity attacks.

Racial Powers


Racial Power

Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.

  • Champion Feat:

    Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.

Minor Illusions

Racial Power

As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.