Wisdom is a composite term for the character’s enlightenment, judgment, wile, will power, and (to a certain extent) intuitiveness. It has a certain effect on saving throws against some magical attack modes. It is of utmost importance to clerics, their major characteristic, and those with wisdom of 16 or greater add 10% to earned experience. Furthermore, clerics with exceptional Wisdom (13 or greater) also gain bonus spells over and above the number they are normally able to use. The two tables which follow detail the information pertaining to the effects of Wisdom.
For game purposes, Wisdom ability subsumes the categories of willpower, judgment, wile, enlightenment, and intuitiveness. An example of the use of Wisdom can be given by noting that while the intelligent character will know that smoking is harmful to him, he may well lack the wisdom to stop (this writer may well fall into this category).
[Save Adj] (Magical Attack Adjustment) applies to the saving throw of the character in question, the penalty for low Wisdom, or the bonus for high Wisdom, being used to alter the result of the die roll accordingly. The adjustment applies only to mental attack forms involving will force, i.e. beguiling, charming, fear, hypnosis, illusion, magic jarring, mass charming, phantasmal forces, possession, rulership, suggestion, telepathic attack, etc.
[Bonus Spells] indicates the number of additional spells the cleric is entitled to according to Wisdom ability score. Note that these spells are only available when the cleric is entitled to spells of the applicable level. Bonus spells are cumulative, so a cleric with 14 Wisdom is entitled to two 1st level bonus spells, one with 15 Wisdom has two 1st and one 2nd level bonus spells, etc.
Chance of Spell Failure states the percentage chance of failure clerics with low Wisdom risk when casting spells. To determine if a spell fails, percentile dice are rolled, and if the number generated is equal to or less than the number shown for failure, the spell is expended and has absolutely no effect whatsoever.
For additional information regarding clerics, see the section pertaining to clerics as characters given hereafter.
Beings of very high Wisdom are immune to the effects of certain charm-type spells, psionic abilities and spell-like effects. These immunities are cumulative with higher Wisdom. Beings with high Wisdom are simply able to automatically throw off the effects of these spells.