Intelligence

Players Handbook (page 10)

 
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.
 

House Rule

 
Reduce the number of additional languages by 4. Therefore only 16 or above get additional languages.
 
Adjustment to the known spells and ability to learn more table has been changed (ignoring anything below 14 - they just won't be a magic user!!).   Known spells only applies to 1st level spells, since everything after that has to be discovered or taught or learnt from books. A character can just choose from the list of 30 which ones they know based off the intelligence score. There is no percentage roll for knowing it. And I repeat, everything after that has to be discovered or taught or learnt. Nothing comes for free!   For cantrips, they know so many at the start, BUT the plus is the number of own cantrips they have. So at 16, a magic user can create one new cantrip, to be approved by the DM. It must be small and localised, and fairly ineffective on beasts, except tiny ones.  
Ability ScoreNumber of cantrips at startNumber of 1st level spells at start
141210
151413
1616+116
1718+219
1820+322
19+22+425

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