Ruins of Adventure
Note: If not using sub-ability scores, use the primary ability for the following tables (all modifiers still apply).
|Intuition Score||Bonus Priest Spells||Spell Failure||Additional Runes||Experience Modifier|
|Willpower Score||Mental Save Adjustment||Spell Immunity||Bonus Power Points|
|19||+4||Cause Fear, Charm Person, Command, Friends, Hypnosis||+4|
|20||+4||Forget, Hold Person, Ray of Enfeeblement, Scare||+5|
|22||+4||Charm Monster, Confusion, Emotion, Fumble, Suggestion||+7|
|23||+4||Chaos, Feeblemind, Hold Monster, Magic Jar, Quest||+8|
|24||+4||Gaes, Mass Suggestion, Rod of Rulership||+9|
|25||+4||Antipathy/Sympathy, Death Spell, Mass Charm||+10|
Bonus Spells: This is the number of additional spells that characters receive, according to their Intuition scores. All spellcasters, including Wizards, Priests, Rangers, Paladins, spellcasting Rogues, and those with the Arcane Order NWP gain these bonus spells if they have sufficient Intuition. Note that the extra spells are cumulative, and the character can cast only those spells allowed by his experience level.
Spell Failure: This is the percentage chance that a character’s spell will fail when cast. Those characters with low Intuition scores run the risk of having spells misfire. This chance of spell failure applies to all spellcasters, including Wizards, Priests, Rangers, Paladins, spellcasting Rogues, and those with the Arcane Order NWP.
Bonus Power Points: Psionicists gain the listed number of power points every level.
Additional Runes: This is the number of bonus ‘runes’ that a Runecaster knows at 1st level.
Experience Modifier: Characters with a high intuition score earn additional experience points. Each time you gain experience, the listed multiplier is applied.
Mental Save 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 Willpower scores protection from the spells listed under each number below. These immunities are cumulative.
- Immunity to: cause fear, charm person or mammal, command, friends, and hypnotism spells.
- Immunity to: forget, hold person, ray of enfeeblement, and scare.
- Immunity to: fear.
- Immunity to: charm monster, confusion, emotion, fumble, and suggestion.
- Immunity to: chaos, feeblemind, hold monster, magic jar, and quest.
- Immunity to: geas, mass suggestion, and rods of rulership.
- Immunity to: antipathy/sympathy, death spell, and mass charm.