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has of opening a stuck or heavy door on that try. Successive attempts may
be made at no penalty with regard to damage to the character attempting
to force the door open, but each such attempt requires time and makes
considerable noise.
Bend bars/lift Gates states the percentage chance the character has of
bending normal soft iron bars or of lifting a vertically moving gate (such as
a small portcullis barring a passage). The attempt may be made but once,
and if the score required is not made, the character will never succeed in
the task. Example: A character with 16 strength is trapped in a dead end
passoge by a set of iron bars which drop down from the ceiling when a
stone slab is stepped on and triggers the release of the gate. The character
first attempts to lift the gate, a roll of 01-10 indicating success, but the
percentile dice come up 74, so failure is indicated. The character next
attempts to bend the bars in order to squeeze between them, the
percentage chance of success is the same as for lifting the gate, and this
time a 07 is rolled, so the character slips out and is free.
9
CHARACTER ABILITIES (INTELLIGENCE)
intelligence: Intelligence is quite similar to what is currently known as
intelligence quotient, but it also includes mnemanic ability, reasoning,
and learning ability outside those measured by the written word.
Intelligence dictates the number of languages in which the character is
able to converse.* Moreover, intelligence is the forte of magic-users, for
they must be perspicacious in order to correctly understand magic and
memorize spells. Therefore, intelligence is the major characteristic of
magic-users, and those with intelligence of 16 or more gain a bonus of
10% of earned experience. Spells above 4th level cannot be learned by
magic-users with minimal intelligence, and intelligence similarly dictates
how many spells may be known and what level spells may be known, for
only the highest intelligence is able to comprehend the mighty magics
contained in 9th level spells. The tables below allow ready assimilation of
the effects of intelligence on all characters - and with regard to magicusers in particular.
*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.)
INTELLIGENCE TABLE 1.
Abilitv
Possible
Number of
Additional
character 0
character 0
8 Minimum intelligence for an elf character 1
7 Minimum intelligence for a gnome
magic spells 3
13 Minimum intelligence for a ranger
character 3
14 Minimum intelligence for use of 7th level
magic spells 4
18 Minimum intelligence for use of 9th level
magic spells 7
INTELLIGENCE TABLE 11.: ABILITY FOR MAGIC-USERS
Chance to Minimum Maximum
Ability Know Each Number of Number of
Score listed Spell Spells/Level Spells/Level
9 35% 4 6
10-12 45% 5 7
13-14 55% 6 9
19 95% 10 All
or more
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.
CHARACTER ABILITIES (INTELLIGENCE) 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 intelligence 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).
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 saon as this
maximum is reached, the character may not check any further in the level
group.