Intelligence

Return to 2e Cheat Sheets
See also Ability Score Generation
See also Racial Ability Modifiers

Jump to Reason or Knowledge

Note: If not using sub-ability scores, use the primary ability for the following tables (all modifiers still apply).


Reason

Reason Score Max Spell Level Max Spells per Level Bonus Power Points Illusion Immunity
1 0
2 0
3 1st 3 0
4 2nd 4 0
5 2nd 6 0
6 3rd 7 0
7 3rd 9 0
8 4th 10 0
9 4th 11 0
10 5th 13 0
11 5th 15 0
12 6th 16 0
13 6th 18 0
14 7th 19 0
15 7th 21 0
16 8th 22 +1
17 8th 24 +2
18 9th 25 +3
19 9th 30 +4 1st level
20 9th 35 +5 2nd level
21 9th 40 +6 3rd level
22 9th 45 +7 4th level
23 9th 50 +8 5th level
24 9th All +9 6th level
25 9th All +10 7th level

Knowledge

Knowledge Score Bonus Proficiencies Bonus Paths Chance to Learn Spell
1 -2 0
2 -1 0
3 0 0 5%
4 1 0 10%
5 1 0 15%
6 1 0 20%
7 1 0 25%
8 1 0 30%
9 2 0 35%
10 2 0 40%
11 2 +1 45%
12 3 +1 50%
13 3 +1 55%
14 4 +2 60%
15 4 +2 65%
16 5 +3 70%
17 6 +3 75%
18 7 +4 80%
19 8 +5 85%
20 9 +5 90%
21 10 +6 95%
22 11 +7 96%
23 12 +8 97%
24 15 +9 98%
25 20 +10 99%

Max Spell Level: This is the highest level of magical spells (including Wizard spells, Priest spells, and spells granted by the Arcane Order NWP) that can be cast by a character with corresponding Reason scores. Naturally because of the limitations of spell levels available to their classes, non-Wizards generally do not need significant Reason scores to cast spells of their highest level (8 for a Paladin or Ranger, 12 for a Bard or Arcane Order, 14 for a Cleric).

Max Spells per Level: This is the most spells of each spell level that a wizard (or other arcane caster) with that Reason score can add to his spell book.

Bonus Power Points: Psionicists gain the listed number of power points every level.

Illusion Immunity: Illusion 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.

Bonus Proficiencies: This indicates the number of extra Non-Weapon Proficiency slots the character gains at 1st level due to his Knowledge.

Bonus Paths: This is the number of additional Paths that a wizard (or other arcane caster) knows at 1st level.

Chance to Learn Spell: This is the percentage chance (on 1d100) that a wizard can learn to cast a particular spell. If the roll is equal to or less than the listed chance, the wizard can learn the spell. If the roll is higher than the listed chance, the wizard can try to learn the spell later—after gaining an experience level.

Intelligence

Ruins of Adventure Brand_Darklight Brand_Darklight