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.

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