"Int" redirects here. For other uses, see Int (disambiguation).

Intelligence determines how well a character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills; however increasing intelligence will not grant bonus skill points retroactively.

Note: Sorcerers do not use intelligence for any of their spellcasting — charisma is used instead.

Warning: In the original campaign and some user modules, an intelligence lower than 9 means that a player character is unable to speak properly. A low intelligence might also block some "insight" dialog options.

The base intelligence score is used to determine the highest level spell a wizard can learn. This maximum spell level is the score minus ten.

The intelligence modifier is added to the skill points gained each character level (subject to a minimum of 1 skill point per level) and to the DC of spells cast by a wizard. In addition, wizards gain bonus spell slots based on this modifier; for details see ability modifier. Furthermore, the intelligence modifier is added to the appraise, craft armor, craft trap, craft weapon, disable trap, lore, search, and spellcraft skills.

The core scripts (specifically nw_i0_plot) define three ranges for intelligence — "low" (less than 9), "normal" (at least 9), and "high" (15 or more). Whether or not these ranges mean anything depends on the module bing played. (For example, the official campaigns often require "normal", and sometimes "high", intelligence to receive "insight" dialog lines, and the original campaign uses the "low" range for determining if a character is unable to speak properly.) The ready availability of these ranges does make these breakpoints likely, if intelligence ranges are used at all.

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