Gnomes have infravision out to 60', but even a candle's worth of light spoils this ability.
instinctively spot unusual or new stonework and slanting passages. They
can also determine approximate depth underground, as do Dwarves. When
actively searching for stonework or mechanical traps, they may find them
on a roll of 1-2 on a d6.
Gnomes may hear faint sounds on a roll
of 1-2 on a d6. They also have a keen sense of smell that may allow
them them to identify potions on a roll of 1-3 on a d6.
When in melee with Giant type creatures, they take half damage from successful hits.
Gnomes add a +2 to all Saving Throws and an additional +2 to Saves against Spells, as they are a hardy and cunning people.
speak Common, Dwarvish, and their alignment language, generally Lawful.
They also speak several dialects of Kobolds, Goblins, and Hobgoblins.
Character Gnomes may be Fighting Men up to Fourth Level. They may
become Magic Users up to Level 5, and may specialize as Illusionist, as
per the Strategic Review article in Volume 1, Issue 4. Gnomes are also
unlimited in levels as Thieves, as per the Greyhawk Supplement,
garnering the same dexterity bonuses as Halflings, due to their size.
Gnomes are unable to use Longbows or particularly large weapons due to their size.