Ruins of Adventure
Note: If not using sub-ability scores, use the primary ability for the following tables (all modifiers still apply).
|Reason Score||Max Spell Level||Max Spells per Level||Bonus Power Points||Illusion Immunity|
|Knowledge Score||Bonus Proficiencies||Bonus Paths||Chance to Learn Spell|
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.