Intelligence is quite similar to what is currently known as
*Non-human characters typically
are able to speak more languages than
are human characters, but
intelligence likewise affects the upper limit of
their abilities as well,
and there are racial limitations. (See CHARACTER RACES.)
The intelligence rating roughly
corresponds to our modern "IQ" scores.
However, it assumes mnemonic,
reasoning,
and learning ability skills
in additional areas outside the written word.
Ability Score | - | General Information | Possible Number of
Additional Languages (Months to learn) |
Illusion/Phantasm Immunity* | Wisdom Range
for Monsters |
0 | Non-intelligent or not ratable | - | 0 | - | <> |
1 | Animal intelligence | - | 0 | - | <> |
2 | Semi-intelligent | - | 0 | - | <> |
3 | ^ | - | 0 | - | <> |
4 | ^ | Min. INT for a half-elf character | 0 | - | <> |
5 | Low intelligence | Here or lower the character can only be a fighter | 0 | - | 2-8 |
6 | ^ | Min. INT for a halfling character | 0 | - | ^ |
7 | ^ | Min. INT for a gnome character | 0 | - | ^ |
8 | Average (human) intelligence | Min. INT for an elf character | 1 (12 months) <+1y> | - | 3-12 |
9 | ^ | Min. INT for a paladin or M-U character | 1 (12 months) <+1y> | - | ^ |
10 | ^ | Min. INT for use of 5th level magic spells | 2 (12 months) <+2y> | - | ^ |
11 | Very intelligent | Min. INT for an assassin character | 2 (12 months) <+2y> | - | 4-16 |
12 | ^ | Min. INT for use of 6th level magic spells | 3 (12 months) <+3y> | - | ^ |
13 | Highly intelligent | Min. INT for a ranger character | 3 (11 months) <+2y9m> | - | 4-16 |
14 | ^ | Min. INT for use of 7th level magic spells | 4 (10 months) <+3y4m> | - | ^ |
15 | Exceptionally intelligent | Min. INT for an illusionist character | 4 (9 months) <+3y> | - | 8-18 (2d6 + 6) |
16 | ^ | Min. INT for use of 8th level magic spells | 5 (8 months) <+3y4m> | - | ^ |
17 | Genius | Max. INT for a half-orc character | 6 (7 months) <+3y6m> | - | 8-18 (2d6 + 6) |
18 | ^ | Min. INT for use of 9th level magic spells | 7 (6 months) <+3y6m> | cantrips | ^ |
19 | Supra-genius | - | 7 (5 months) <+2y11m> | 1st | 8-20 (4d4 + 4) |
20 | Supra-genius | - | 7 (4 months) | 2nd | ^ |
21+ | Godlike intelligence | - | 7 (3 months) | 3rd | 9-24 (3d6 + 6) |
22 | ^ | - | 7 (2 months) | 4th | ^ |
23 | ^ | - | 7 (1 month) | 5th | ^ |
24 | ^ | - | 7 (Instantaneous) <?> | 6th | ^ |
25 | ^ | - | 7 | 7th | ^ |
* Spell immunities to illusion/phantasm spells.
INTELLIGENCE TABLE II.: ABILITY FOR MAGIC-USERS
Ability Score | Chance to Know Each Listed Spell | Minimum Number of Spells/Level | Maximum Number of Spells/Level |
9 | 35% | 4 | 6 |
10-12 | 45% | 5 | 7 |
13-14 | 55% | 6 | 9 |
15-16 | 65% | 7 | 11 |
17 | 75% | 8 | 14 |
18 | 85% | 9 | 18 |
19 | 95% | 11 | All |
20 | 96% | 12 | ^ |
21 | 97% | 13 | ^ |
22 | 98% | 14 | ^ |
23 | 99% | 15 | ^ |
24 | 100% | 16 | ^ |
25 | 100% | 17 | ^ |
SA: All of the info on Intelligence Table II applies to rangers as well.
Notes Regarding Intelligence Table II:
Each and every magic-user
character must employ the Table in order to
determine which and how
many of each group of spells (by level) he or
she can learn. At first,
only the 1st level group of spells are checked.
Successive level groups
are checked only when the character reaches a
level at which the appropriate
group of spells is usable by him or her.
Chance
to Know Each Listed Spell pertains to the %percentage%
chance the character has
by reason of his or her intelligence to learn any given spell
in the level group.
The character may select
spells desired in any order he or she wishes.
Each spell may be checked
only once.
Percentile dice are rolled,
and if the number generated is equal to or less than the percentage chance
shown, then the character can learn and thus know that spell
(it may be in his or her
spell
books - explained hereafter).
Example:
A character with an INT of 12 desires to know a charm
person spell
that
he finds in a book or scroll, percentile dice are rolled, but the number
generated
is 52, so that spell is not understood and can not be used by the
character
(see, however, the paragraph below regarding the minimum
number
of spells knowable).
<make a note about reversed spells here>
Minimum
Number of Spells/Level states the fewest number of spells by
level group a magic-user
can learn. If one complete check through the
entire group fails to generate
the minimum number applicable according
to intelligence score, the
character may selectively go back through the
group, checking each spell
not able to be learned once again. This process
continues until the minimum
number requirement has been fulfilled. This
means, then, that certain
spells, when located, can be learned - while
certain other spells can
never be learned and the dice rolls indicate which
ones are in each category.
Example: The magic-user mentioned above
who was unable to learn
a charm person spell also fails to meet the
minimum number of spells
he or she can learn. The character then begins
again on the list of 1st
level spells, opts to see if this time charm person is
able to be learned, rolls
04, and has acquired the ability to learn the spell.
If and when the character
locates such a spell, he or she will be capable of
learning it.
Maximum
Number of Spells/Level: is the obverse of the minimum number
which can be known. According
to the character’s intelligence, this
maximum number which the
magic-user can possibly know (have in his or
her spell books) varies
from 6 to an unlimited number. As soon as this
maximum is reached, the
character may not check any further in the level
group.
Change
in Intelligence:
If intelligence goes down or up for any reason,
and such change is relatively
permanent, the magic-user must check again
as explained above far known
spells by level group.
Acquisition of Heretofore
Unknown Spells: Although the magic-user must
immediately cease checking
to determine if spells are known after the first
complete check of each spell
in the level group, or immediately thereafter
during successive checks
when the minimum number of spells which can
be known is reached, it
is possible to acquire knowledge of additional
spells previously unknown
as long as this does not violate the maximum
number of spells which can
be known. New spells can be gained from
captured or otherwise acquired
spell books or from scrolls of magic spells.
In the latter event the
scroll is destroyed in learning and knowing the new
spell or spells. (This subject
is detailed more fully in the section explaining
magic-users as characters.)
Q: What is the relationship
between INTELLIGENCE
TABLE II
(Chance to Know
Spells) in the Players
Handbook and the
ACQUISITION
OF MAGIC-USER SPELLS
section in the Dungeon
Masters Guide?
Aren't these contradictory?
A: Not at all -- each has
a different purpose.
Here's how the system works:
a
new 1st level magic-user
receives a Spell
Book containing 4 spells
(as per the
ACQUISITION
section). As the magic-user
adventures, he/she will
probably
have the opportunity to
gain more spells
to copy into his/her Spell
Book, either
from scrolls or other mages'
Books. As
he/she comes across each
heretofore-
unseen spell, the magic-user
must make
a percentage dice roll to
see if he/she
can ever understand that
spell to memorize
it (using INTELLIGENCE
TABLE II).
If he/she fails, he's out
of luck on that
particular spell. The Maximum
Number
of Spells/Level column shows
how many
spells of each spell level
a magic-user
can possibly understand
with his or her
intelligence score. The
Minimum Number
column shows the least number
he/she
can understand. If, through
bad luck, a
magic-user rolls below the
number
needed for comprehension
on so many
spells that he/she can understand
less
than the minimum indicated,
he/she
should reroll for the failed
spells until the
minimum is achieved for
that spell level.
Conversely, if more than
the maximum
are understood, the excess
(at the player's
choice) must be dropped.
- LJS (Polyhedron #1)
Q: Woe is me; I blew my "chance
to
know" roll for magic missile.
How can
my magic-user (human female)
get this
great spell?
A: It happens to the best
of us. If your
character can find a scroll
of it, and if she
knows the write spell, she
can study an d
cast it without understanding
it fully. Or,
you can wait a few year;
using the Age
Categories
(DMG pg. 13), when Intelligence
changes due to aging, you
can
recheck the chance to know.
Of course,
high-power magic (wishes,
times, etc.)
can also change IIntelligence.
Good luck!
(Polyhedron #4)
Question: Please clear
up an apparent rules contradic-
tion in the AD&D PH.
On page 10 it gives a list
of how many spells a Magic-User
can know, based on intel-
ligence and the chance for
knowing them. But on page 26 it
states that the Magic-User
can only cast a certain number of
spells, according to the
level of the spell and the level of the
spell caster. Must the DM
decide which table to use, or
what?
Answer: The table
on page 10 shows how many spells the caster
may know due to intelligence,
not how many he/she can cast. These
spells are the ones which
are written in the spell-caster’s spell books.
The table on page 26 indicates
what levels of spells and how many
from each level may be memorized
at one time (from the spell
books) for casting at a
later time. As the Magic-User increases in
levels, so does his/her
ability to learn and memorize more spells. The
tables are designed to be
used together, not separately.
Q. What does the number of spells
a
magic user may 'remember' mean?
(Advanced)
A. This question covers 3 distinct
areas. The 1st is how many
spells a
M-U may remember (ie. have
ready for use) at any one time, the
2nd is which spells are in the
M-U's spell book, and the 3rd
is which spells the M-U is
capable of understanding.
The number of spells that a M-U
may have on call in his mind is
given 'Spells Uable by Class
and Level -- M-Us' table on
p.26 of the PH.
Spells
in a M-U's spell book are
simply words written on a page, like
recipes in a cookbook. They are
initially given to the M-U by
his master. M-Us usually start
with 4 spells, 1 being read magick,
and the others being determined
by the method given on page
39 of the DMG.
With
the exception of the initial
allotment of spells, the inculsion of a
spell in a M-U's spell book does
not mean that he can use it. The
spell's underlying logic and symbolism
must be understood before it can
be learnt and cast. This is often
referred to as 'knowing' the spell, and
the rules for determining which spells
are known are given on page
10 of the
PH.
In order
to cast a spell the M-U
must fulfil all 3 conditions. That
is, he must have the spell in his spell
book, he must be able to understand
(know) the spell, and he must be of
high level <enough> to hold the spell in his mind.
All this is in addition to acquiring the
spell 'recipe' in the 1st place, having
any material components <needed>, and taking
time to learn the spell. Magic use is
not a quick way to power, riches &
easy living.
(Imagine #1)
Illusion/Phantasm Immunity
(Immunities to Illusion/Phantasm Spells):
Beings of very high intelligence
will not be fooled by
illusion/phantasm
spells; they will note some
inconsistency or inexactness which will prevent
their belief in the illusion.
A being with a 19 intelligence will never believe
a 1st level illusion/phantasm
spell, even if cast by a high-level spell-caster,
and will thus avoid all
effects.
All effects noted are cumulative
(e.g. a 20 intelligence gives immunity to first
and second level illusions).
Q: Exactly which spells
from which
classes are first-level
illusions?
A: Illusion/phantasm
spells from the illusionist
?s first-level spell list
are first-level
illusions, even when several
classes can
cast them. Phantasmal force,
for example,
is a first-level illusion/phantasm,
even
though it is a third-level
spell for magicusers.
(145.12)
Quote:
Originally Posted by SuStel
Hey there, Gary!
There's always been some debate as to whether newly-created AD&D magic-users check the entire 1st level spell list for spells known immediately upon character creation, or if they only check spells as they come across them. I therefore have two questions:
1. How do you do it in your games (if at all)?
2. Which way did you have in mind when you wrote the book?
A spell can be known only
when the character is able to use spells.
Thus the check is done when
the new PC is seeking to fill his 1st level spell
book.
As new levels are gained,
and with that added spells, the player again checks for the PC.
We allowed the player to
decide on which spell was to be known, then dicing to see if it was.
When all slots were filled,
the process ended until a new level was gained.
Cheers,
Gary