Intelligence– Table 4 (Player’s Handbook)

Intelligence– Table 4 (Player’s Handbook)

Intelligence– Table 4 (Player’s Handbook)





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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