Wisdom Wisdom is divided into the subabilities of Intuition —which determines the character’s awareness of his surroundings, grasp of a
situation, and understanding of other people, and Willpower —which measures the character’s strength of will and commitment. Leon decides
his character has little Willpower. The character’s statistics now read:
Strength 16
| Intelligence 12
|
Stamina 15
| Reason 11
|
Muscle 17
| Knowledge 13
|
Dexterity 14
| Wisdom 8
|
Aim 12
| Intuition 10
|
Balance 16
| Willpower 6
|
Constitution 12
| Charisma 11
|
Health 12
|
|
Fitness 12
|
|
Intuition
A character with a high Intuition score likely would be very perceptive and
good at making educated guesses, and would be difficult to fool or lie to
effectively.
Table 10: Intuition
| Intuition
| Bonus
| % Spell
|
| Score
| Spells
| Failure
|
| 3
| 0
| 50%
|
| 4
| 0
| 45%
|
| 5
| 0
| 40%
|
| 6
| 0
| 35%
|
| 7
| 0
| 30%
|
| 8
| 0
| 25%
|
| 9
| 0
| 20%
|
| 10
| 0
| 15%
|
| 11
| 0
| 10%
|
| 12
| 0
| 5%
|
| 13
| 1st
| 0%
|
| 14
| 1st
| 0%
|
| 15
| 2nd
| 0%
|
| 16
| 2nd
| 0%
|
| 17
| 3rd
| 0%
|
| 18
| 4th
| 0%
|
| 19
| 1st, 3rd
| 0%
|
| 20
| 2nd, 4th
| 0%
|
| 21
| 3rd, 5th
| 0%
|
| 22
| 4th, 5th
| 0%
|
| 23
| 1st, 6th
| 0%
|
| 24
| 5th, 6th
| 0%
|
| 25
| 6th, 7th
| 0%
|
Bonus Spells: This is the number of additional spells that priest characters receive,
according to their Intuition scores. Note that the extra spells are cumulative, and
the priest can cast only those spells allowed by his experience level.
% Spell Failure: This is the percentage chance that a priest’s spell will fail when cast.
Those priests with low Intuition scores run the risk of having spells misfire.
Proficiencies: Intuition is the base number for such diverse proficiencies as tracking,
healing, orienteering, weather knowledge, religion, and hunting.
Willpower
This score gauges a character’s strength of will, ability to resist magical
forces, and sense of commitment to a cause. A character with a high Willpower
would be difficult to harm with mind-affecting magic spells, could be quite
stubborn, and would resist interrogation.
Table 11: Willpower
| Willpower
| Magic Def.
| Spell
|
| Score
| Adj.
| Immunity
|
| 3
| –3
| —
|
| 4
| –2
| —
|
| 5
| –1
| —
|
| 6
| –1
| —
|
| 7
| –1
| —
|
| 8–14
| —
| —
|
| 15
| +1
| —
|
| 16
| +2
| —
|
| 17
| +3
| —
|
| 18
| +4
| —
|
| 19
| +4
| 1*
|
| 20
| +4
| 2*
|
| 21
| +4
| 3*
|
| 22
| +4
| 4*
|
| 23
| +4
| 5*
|
| 24
| +4
| 6*
|
| 25
| +4
| 7*
|
Magic Defense Adjustment: This modifier applies to the character’s saving throws versus magical spells
that affect the victim’s mind—beguiling, charm, fear, hypnosis, possession, suggestion, etc. This modifier is applied automatically, without any effort on the part
of the character or player making the saving throw.
Spell Immunity: This grants those characters with extremely high Knowledge scores protection from the spells listed under each number below. These
immunities are cumulative.
1. Immunity to: cause fear, charm person or mammal, command, friends, and hypnotism spells.
2. Immunity to: forget, hold person, ray of enfeeblement, and scare.
3. Immunity to: fear.
4. Immunity to: charm monster, confusion, emotion, fumble, and suggestion.
5. Immunity to: chaos, feeblemind, hold monster, magic jar, and quest.
6. Immunity to: geas, mass suggestion, and rods of rulership.
7. Immunity to: antipathy/sympathy, death spell, and mass charm.
Proficiencies: This score serves as the base number for such proficiencies as animal
handling, animal training, riding—land-based, and riding—airborne.
Table of Contents