Table 4:

Intelligence

Ability
# of
Spell
Chance to
Max. # of
Illusion
Score
Lang.
Level
Learn Spell
Spells/Level
Immunity
1
0*
--
--
--
--
2
1
--
--
--
--
3
1
--
--
--
--
4
1
--
--
--
--
5
1
--
--
--
--
6
1
--
--
--
--
7
1
--
--
--
--
8
1
--
--
--
--
9
2
4th
35%
6
--
10
2
5th
40%
7
--
11
2
5th
45%
7
--
12
3
6th
50%
7
--
13
3
6th
55%
9
--
14
4
7th
60%
9
--
15
4
7th
65%
11
--
16
5
8th
70%
11
--
17
6
8th
75%
14
--
18
7
9th
85%
18
--
19
8
9th
95%
All
1st-level
20
9
9th
96%
All
2nd-level
21
10
9th
97%
All
3rd-level
22
11
9th
98%
All
4th-level
23
12
9th
99%
All
5th-level
24
15
9th
100%
All
6th-level
25
20
9th
100%
All
7th-level

* While unable to speak a language, the character can still communicate by grunts and gestures.

If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence. These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.

Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence.

Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book. If the wizard fails the roll, he cannot check that spell again until he advances to the next level (provided he still has access to the spell).

Maximum Number of Spells per Level (Optional Rule)

This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book (unless the optional spell research system is used). Once a spell is learned, it cannot be unlearned and replaced by a new spell.

For example, Delsenora the wizard has an Intelligence of 14. She currently knows seven 3rd-level spells. During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before! Excited, she sits down and carefully studies the arcane notes. Her chance to learn the spell is 60%. Rolling the dice, Delsenora's player rolls a 37. She understands the curious instructions and can copy them into her own spell book. When she is finished, she has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level (the maximum level her Intelligence allows her to learn), she could not have added it to her collection.

Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells.

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