Dungeons and Dragons character creation, AD&D 2nd edition character creation, ability score generation, AD&D Player's Option rules
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Ability scores

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Character creation introduction

Ability score generation

Subabilities

Racial ability scores

Racial minimums & maximums

 
Intelligence
Intelligence becomes the subabilities of Reason, which measures capacity for learning and deduction, and Knowledge, which measures the general level of education, experience and the ability to remember information. Leon assigns his character's subability scores as follows:

Strength 16 Intelligence 12
Stamina 15 Intelligence 12
Muscle 17 Reason 11
Dexterity 14 Wisdom 8
Aim 12
Balance 16
Constitution 12 Charisma 11
Health 12
Fitness 12
Ego 13

Reason

This ability defines how well a character handles new information. A character with a high Reason score would be good at solving riddles and puzzles, and would be talented at using deductive, logical thinking.
Spell Level: This is the highest level of magical spells that can be cast by wizards with corresponding Reason scores.
Bonus Spell Points: The spell point system detailed in Player’s Option: Spells and Magic is used in Fälgorna and wizards receive bonus spell points for high Intelligence.
Max. # Spells: This is the maximum number of wizard spells of each level that a spellcaster can record in his spellbook. This only includes spells not researched by the character. Researched spells may be included in a spellbook in excess of the normal maximum number of spells.
Detect Illusion: This modifier applies to the thief ability Detect Illusion
Spell Immunity: This is the level of illusion/phantasm spells that a character is immune to. All immunities are cumulative, so a character with a 21 Reason score is immune to first-, second-, and third-level illusion spells.
Skills: Reason is the relevant ability for such skills as Administration, Engineering, Numeracy, Project Thoughts, Sabotage and Tactics of Magic.

Table 1.07: Reason
Reason Score
Spell Level
Bonus Spell Points
Max. # Spells
Detect Illusion
Spell Immunity
3-5
0
-25
6-7
0
-20
8
0
-15
9
4th
1
6
-10
10
5th
2
7
-5
11
5th
2
7
0
12
6th
3
8
0
13
6th
3
9
0
14
7th
4
10
0
15
7th
4
11
0
16
8th
5
12
+5
17
8th
6
14
+10
18
9th
7
18
+15
19
10th
8
24
+20
1
20
10th+
9
30
+25
2
21
10th+
10
all
+30
3
22
10th+
15
all
+35
4
23
10th+
20
all
+40
5
24
10th+
25
all
+45
6
25
10th+
30
all
+50
7

Knowledge

This score is a measurement of the character's educational experiences — whether in a school or on the streets, his grasp of languages, and his memory capacity A character with a high Knowledge score can speak many languages, knows something about several subjects, and can remember the slightest detail of a past event.
# of Lang.: This is the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is. This knowledge extends only to speaking the language; it does not include reading or writing.
A character can begin the game already knowing these additional languages, however skill points must be expended to learn them.
Note, a character or creature with an Intelligence of 1, while unable to speak a true language, can communicate by grunts and gestures.
Read Lang. Bonus: A character with the thief ability to Read Languages uses this number to modify his thief ability. A character with an Intelligence of 1 has no chance to Read Languages.
% Learn Spell: This is the percentage chance (on d00) for a wizard to 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.
Skills: Knowledge is the relevant ability for skills such as Alchemy, Ancient History, Ancient and Modern Languages, Navigation, Reading/Writing, Weaponsmithing, Armorer, and Spellcraft.

Table 1.08: Knowledge
Knowledge Score
# of Lang.
Read Lang. Bonus
% Learn Spells
1
0*
n/a
nil
2-5
1
-90
nil
6-8
1
-75
nil
9
2
-50
35%
10
2
-25
40%
11
2
-15
45%
12
3
-5
50%
13
3
0
55%
14
4
0
60%
15
4
0
65%
16
5
0
70%
17
6
+5
75%
18
7
+10
85%
19
8
+15
95%
20
9
+20
96%
21
10
+25
97%
22
11
+30
98%
23
12
+35
99%
24
15
+40
100%
25
20
+50
100%

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