Wisdom:


Strength
Dexterity
Constitution
Comeliness
Character Abilities
Intelligence
Wisdom
Charisma
-
Oriental Adventures

Wisdom describes a composite of the character's enlightenment, judgment, guile, willpower, and
intuition. It can affect the character's resistance to magical attack. It is the prime requisite of shukenja; those
with a Wisdom score of 16 or higher gain a bonus of 10% on earned experience. Shukenja and sohei with
Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to
use.

The Magickal Attack Adjustment listed on Table 6 applies to saving throws against magical spells that
attack the mind: beguiling charming fear, hypnosis, illusions, possession, suggestion, etc. These bonuses and
penalties are applied automatically, without any conscious effort from the character.

TABLE 6: WISDOM
Ability Score General Information Magical Attack Adjustment / Spell Immunities <>
Example
3 - -3 -
4 - -2 -
5 - -1 -
6 - -1 -
7 - -1 -
8 - none -
9 - none -
10 - none -
11 - none -
12 - none -
13 - none -
14 - none -
15 - +1 -
16 - +2 -
17 - +3 -
18 - +4 Buddha
19 - Cause fear, charm person, command, friends, hypnotism -
20 - Forget, hold person, ray of enfeeblement, scare -
21 - Beguiling, domination, fear -
22 - Charm monster, confusion, emotion, fumble, suggestion, telempathic projection -
23 - Chaos, feeblemind, hold monster, magic jar, mass domination, quest -
24 - Geas, mass suggestion, rulership -
25 - Antipathy/sympathy, finger of death, mass charm, Otto's irresistable dance -

 
 
 
 
 
 
 
 

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