MACE

Attributes

Represents the physical, mental, and social capabilities of a character. The standard six attributes are Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Alternative attributes may be discussed below, but will be called out as optional.

Strength

Physical prowess, brawn, and might. Strength is a Prime Requisite for Fighters. Strength often adjusts melee combat values.

StrengthMelee To-HitMelee Damage*Feats of StrengthFighter XP Bonus
3–4-2-11-in-6-20%
5–6-11-in-6-10%
7–92-in-6
10–122-in-6
13–14+12-in-65%
15+12-in-610%
16+1+13-in-610%
17+2+24-in-610%
17+2+35-in-610%
  • * Fighters only receive the benefit of Melee Damage bonuses, all classes receive the penalty.

Intelligence

Mental acquity, logic, reasoning, and education. Intelligence is a Prime Requisite for Magic-Users. Additional languages are also granted to characters with Intelligence scores greater than 10.

IntelligenceAdditional LanguagesMax Spell Level*Chance to Learn Spell*Min Spell/Level*Max Spell/Level*Magic-User XP Bonus
3–4520%23-20%
5530%24-20%
6530%24-20%
7530%24-10%
8540%35-10%
9540%35
10545%46
11+1650%46
12+2655%46
13+3760%585%
14+4765%585%
15+5870%6All10%
16+6875%6All10%
17+7985%7All10%
18+8995%8All10%
  • * Magic-Users only.

Wisdom

Insight, perception, and willpower. Wisdom is a Prime Requisite for Clerics, and provides a bonus to magical saving throws.

WisdomMagic Save BonusBonus 1st-Level Spell*Surprise ModifierCleric XP Bonus
3-3-2-20%
4-2-1-20%
5–7-1-1-10%
8–14
15+1+1+15%
16+2+1+110%
17+3+1+110%
18+4+1+210%
  • * Clerics only.

Dexterity

Agility, coordination, and speed. Dexterity is a Prime Requisite for Thieves, and adjusts missile to-hit scores.

DexterityMissile To-HitSegment Adjustment*Thief XP Bonus
3–6-1-1-20%
7–8-1-10%
9–12
13–14+1+1+5%
15–18+1+2+10%
  • * Only if using the Segment Combat Routine — ask your referee.

Constitution

Physical fortitude, heartiness, and resilience. Constitution adjusts a character's hit points and the likelihood of surviving physical trauma.

ConstitutionHP Bonus*Survive ResurrectionSurvive Transformation
3–6-130%35%
7–1050%55%
11–1275%80%
13–1485%90%
15+190%95%
16+195%98%
17+298%99%
18+399%100%
  • * Minimum 1 HP per die.

Charisma

Force of personality, magnetism, and luck. Charisma adjusts reactions by non-player characters and governs how many retainers one may employ.

CharismaMax RetainersLoyalty BaseReaction Modifier
31-2-2
4–52-1-1
6–83-1
9–124
13–155+1+1
16–176+2+1
188+4+2