Editing RuneQuest 2.5 Magic

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*Gnomes
 
*Gnomes
 
**Gnomes come in different sizes, but it's on a continuum rather than discrete sizes. Your gnome will have a POW that will determine its size. For every 1d6 the gnome has POW, it will have 1d6+6 STR, 2d6+6 hp, and occupy 1 cubic meter of ground. It can open pits, dig, undermine, carry someone along across shifting earth, etc. It can attack by sucking people down into the ground and crushing them. It can attack by partially or fully swallowing opponents in the ground.  The gnome is just the spirit and that's what you have bound. When commanded out, it takes over and controls the ground in the area.
 
**Gnomes come in different sizes, but it's on a continuum rather than discrete sizes. Your gnome will have a POW that will determine its size. For every 1d6 the gnome has POW, it will have 1d6+6 STR, 2d6+6 hp, and occupy 1 cubic meter of ground. It can open pits, dig, undermine, carry someone along across shifting earth, etc. It can attack by sucking people down into the ground and crushing them. It can attack by partially or fully swallowing opponents in the ground.  The gnome is just the spirit and that's what you have bound. When commanded out, it takes over and controls the ground in the area.
 
==Summoning II==
 
Good questions and I'll admit that RQ3 is a bit vague on this. Summon spells are rituals that take significant time to cast and summon up an otherworldly beings. You'll need an hour or more some place with the right paraphernalia to summon things. When you summon them, you have a few options with what to do with them:
 
 
Bargain with them directly to perform a task on the mundane plane before returning to their plane. This is dangerous but may work with friendly beings.
 
Release them on the mundane plane to do what they want. This is dangerous, but again might work with a friendly being. They'll return to their own plane shortly if they can. Otherwise, they might hang around for a while. It depends. A sylph will go howling off somewhere, never to be seen again. A salamander will light everything on fire in the vicinty, etc.
 
Cast Control on the spririt. This lets you comman the spirit to do something for some time and manage it directly. This isn't time limited by the spell length in general, but more on the task.
 
Bind the elemental. This means you don't need to go through the entire ritual again to have access to the being. You do need a command spell to make it do things for you each time you call it out of the binding to help you. Again, this is not hard-time limited. Elementals will still need something to manifest into, so beware of that.
 

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