Difference between revisions of "Wisdom"

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(Created page with "{{AbilityScores}} === Description === '''Wisdom:''' A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Clerics. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target's will. === Notes === * When a party becomes lost in the wilderness, the guide's Wisdom bonus is added to a Save vs Death Ray Roll. Alternately the DM may call for an Ability Roll *...")
 
 
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* [[Save vs Spells]] rolls from Charms are adjusted by the character's Wisdom bonus
* [[Save vs Spells]] rolls from Charms are adjusted by the character's Wisdom bonus
* The chance to create a magic item is 15% + 5%(Level+Spellcasting Score) - so a 9th level prayer spellcaster with 15 Wisdom has a base chance of 75% to create a magic item.
* The chance to create a magic item is 15% + 5%(Level+Spellcasting Score) - so a 9th level prayer spellcaster with 15 Wisdom has a base chance of 75% to create a magic item.
[[Category:Abilities]]

Latest revision as of 17:08, 9 May 2022

Ability Score Bonuses
Stat Bonus
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Description

Wisdom: A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Clerics. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target's will.

Notes

  • When a party becomes lost in the wilderness, the guide's Wisdom bonus is added to a Save vs Death Ray Roll. Alternately the DM may call for an Ability Roll
  • Save vs Spells rolls from Charms are adjusted by the character's Wisdom bonus
  • The chance to create a magic item is 15% + 5%(Level+Spellcasting Score) - so a 9th level prayer spellcaster with 15 Wisdom has a base chance of 75% to create a magic item.