Infamous Supplementary: Wisdom

 Wisdom rolls find their most common use in making instinct/gut rolls. At any time, a character may attempt to make a Wisdom roll to get a sense of his or her gut feelings, which could provide useful information. Exercise caution, as if you attempt a Wisdom roll, your character will always go with the result, regardless of how you roll.

Here's an example of how a gut feeling roll would be made. The Cleric and his party are lost in the forest, and want to find a way out. The Cleric makes a gut roll, rolling excellently, and his natural instincts and faith lead him and his party out of the forest. This is of course, only if the rest of the party initially decided to follow the Cleric before the Wisdom roll was made. Now let's say the instead of succeeding, the Cleric failed his wisdom roll. His gut might instead lead him into an unfavorable outcome, such as an encounter with a powerful monster, imminent death, or just getting the party even more lost than before.

One of the other factors of a character's Wisdom is one's willpower. A willpower roll is one that is to be made under a handful of circumstances. For instance, say the Cleric is being tortured and interrogated for information. If a Wisdom roll is not made for willpower, the Cleric will eventually break and give information that the character would otherwise never yield. Willpower also has other uses, for example, one might make a Wisdom roll in an attempt to resist fear, or maintain self control against temptations. One example of this, is if the Cleric encounters a chocolate bar in a dungeon. Knowing that it may be a mimic, the Cleric must make a Wisdom roll to resist the temptation of taking the chocolate.

The most applicable usage of the Wisdom ability however, is that having a good Wisdom stat will increase the character's resistance to magic which attacks the mind. A character with a high Wisdom will give the character a strong resistance to attacks on the mind, whether through illusions, charm spells, domination spells, or even psionic attacks. The following table will detail how your saving throws are adjusted against such magic.

Wisdom Score

Saving Throw Adjustment

Spell Bonus* (Clerics)

Spell Failure (Clerics)

Spell Immunities

3

-3

No spells may be cast.

100%

none

4

-2

One fewer 2nd level.

75%

none

5

-1

One fewer 2nd level.

65%

none

6

-1

One fewer 1st level.

50%

none

7

-1

One fewer 1st level.

40%

none

8

none

none

30%

none

9

none

none

20%

none

10

none

none

15%

none

11

none

none

10%

none

12

none

none

5%

none

13

none

One 1st level

none

none

14

none

One 1st level

none

none

15

+1

One 2nd level

none

none

16

+2

One 2nd level

none

none

17

+3

One 3rd level**

none

none

18

+4

One 4th level***

none

none

19

+4

One 3rd & one 1st

none

Cause Fear, Charm Person, Command, Friends, Hypnotism

20

+4

One 4th & one 2nd

none

Forget, Hold Person, Ray of Enfeeblement, Scare

21

+5

One 5th & one 3rd

none

Beguiling, Domination, Fear

22

+5

One 5th & one 4th

none

Charm Monster, Confusion, Emotion, Fumble, Suggestion, Telempathic Projection

23

+5

One 3rd, One 4th, One 5th

none

Chaos, Feeblemind, Hold Monster, Magic Jar, Mass Domination, Quest

24

+6

Two 6th levels

none

Geas, Mass Suggestion, Rulership

25

+6

One 6th & one 7th

none

Antipathy/Sympathy, Finger Of Death, Mass Charm, Otto's Irresistible Dance

* - The clerical spell bonuses gained through Wisdom in this way are accumulative; a 14 Wisdom Cleric will gain +2 1st level spells. These spells are gained as the character levels up, meaning you will not gain your additional higher level spells until your Cleric would otherwise be eligible to cast them.

** - Minimum requirement for casting clerical spells of 6th level.
***- Minimum requirement for casting clerical spells of 7th level.

Having a high Wisdom is one of the things that makes a Cleric or Druid so powerful, especially early on. The numerous spell bonuses a Cleric gains will make choosing the right spells much less stressful, also allowing you to craft more interesting character builds and cast more spells during a day.

Rolling for Wisdom

Wisdom rolls function in similarity to any other stat roll. A roll of 10 points over or less results in the character successfully deciding that putting his or her hand in fire is bad. A successful roll will result in the character having basic common sense (which isn't as common as you might think...) A roll of 5 points under will result in the character having minor gut reactions to certain things. This will result in the character potentially realizing he or she is in a situation of extreme danger. 10 points under will result in the character sensing imminent danger, and can result in the character reacting to a surprise attack in time. 15 under will result in the character being capable of divining direction. This can allow the character to lead a party out of danger successfully, and could also result in foreknowledge of an attack, leading to allowing the character an initiative roll even in a surprise attack. Lastly, a roll of 20 points under allows the character enough foreknowledge of an attack to give the entire party an initiative roll. Note that these rolls are not made automatically, and must be declared before an attack arrives.

Wisdom Proficiencies

The difficulty of choice when it comes to a Cleric is not in which spells to take, but rather in which proficiencies are likely to serve you well throughout the game. This is not because each Wisdom proficiency is helpful in it's own right, but rather because there just aren't that many of them. Here are a few good ones, that are always worth keeping in mind when playing a Wisdom character.

First Aid, and all of the skills that branch from it are highly useful, allowing a character to provide some healing even without a Cleric. These skills are very helpful in case your Cleric goes down, and are even more important when playing evil characters, as evil Clerics are incapable of casting healing spells.

Alertness is also quite useful, as it allows the character to sense nearby threats to the party without needing to specifically opt to make a danger sense roll. Most Rangers seem to like this skill.

Direction Sense is also highly useful for Rangers, as it allows the character to tell his/her position in the world without needing to look at the sun. This is especially important when considering that in Farvion, due to all the different DMs of the land trying to pull the sun to their campaigns, the sun will rise in a different location each day.

Animal Handling and +Animal Training are also useful skills, especially for Druids, that allow them to avoid many potentially fatal wilderness encounters, and get the party out of serious danger. This also allows the character to train many creatures for war, or for hunting, allowing for the party to potentially raise an army of war dogs, lions, or other terrifying creatures. 

Honorable mentions: Soaper

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