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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----(313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

CLASS: HEALER The HEALER is a combination of Magic-User, Cleric and a little bit of Fighter Thrown in. They fight as fighter is all ways except that they use the Cleric table for the purpose of scoring a hit. His prerequisites are scores of 15 in INT, WIS, and DEX. A HEALER can only be Lawful or Neutral (No Chaotics). Healers may not wear any armor or carry a shield, but may use any weapons and may use and be affected by any magical items, with the exception of books. All books except those that give bonuses to INT and WIS can only have harmful effects of a HEALER. At 4th lvl the healer can detect molds, slimes, etc. at a distance of 40 ft. At 8th lvl the HEALER can identify potions at a chance of INT x 1% + 2% per level. At 12th lvl the healer can read all scrolls. HEALERs can be of the Human, Dwarf, Halfling, Half-Elf or Elf races. Dwarven Healers are limited to 10th lvl, while Halflings, Half-Elf and Elf can rise only to 14th lvl. EXPERIENCE LEVEL TITLE EXPERIENCE HD(d8) 1st Apprentise 0-2,000 1 2nd Freshman 2,001-4,000 2 3rd Sophmore 4,001-7,500 3 4th Junior 7,501-15,000 4 5th Senior 15,001-25,000 5 6th Intern 25,001-50,000 6 7th Resident 50,001-100,000 7 8th Sr. Resident 100,001-200,000 8 9th Practitioner 200,001-400,000 9 10th Medic 400,001-600,000 10 11th Doctor 600,001-800,000 10+2 12th Doctor, 12th 800,001-1,000,000 10+4 13th Doctor, 13th 1,000,001-1,250,000 10+6 14th Doctor, 14th 1,250,001-1,500,000 10+8 15th Doctor, 15th 1,500,001-1,750,000 10+10 16+ Doctor, 16+ +250,000 per lvl +2/LVL SPELLS Level 1 Armor Cure Light Wounds Detect Charm Detect Disease Detect Evil Detect Invisible Detect Life Detect Magic Detect Phase Detect Poison Level 2 Cure Disease Death's Door Haste Hold Person Invisibilty Irritation Messenger Mount Neutralize Poison Purify Food & Drink Level 3 Animate Dead Cure Blindness Cure Serious Wounds ESP Goodberry Neg. Plane Prot. Speak W/Dead Strength

Light Preserve Remove Fear Resist Cold Slow Poison Level 4 Awaken Cure Lycanthropy Detect Illusion Dispel Magic Energy Fly Item Material Mind Blank Stone to Flesh Level 7 Blade Barrier Cure Deafness Neutralize Gas Remove Charm Remove Curse Sterilize

Resist Fire Run Slow

Level 5 Cure Insanity Cure Paralysis Fabricate Longevity Raise Dead Size Control Teleport

Level 6 Clone Improved Cure SW Speak W/Animals Speak W/Monsters Speak W/Plants Water Breathing

Spell Descriptions Level 1 Armor Cure Light Wounds Detect Charm Detect Disease Detect Detect Detect Detect Detect Evil Invisible Life Magic Phase -1C -This spell will tell caster what disease (if any) is present within a 30" range. -M -M -M -A spell to find secreted treasure hidden by out-of-phase equipment (spells); and to find creatures that are out-of-phase; duration 6 turns. -A spell that allows caster to determine if poison is present or is being used within a 30' radius, and where. It will also tell what type of poison. -

Detect Poison Light Preserve Remove Fear Resist Cold Slow Poison Level 2

Cure Disease Death's Door Haste Hold Person Invisibilty Irritation Messenger Mount Neutralize Poison Purify Food & DrinkResist Fire Run Slow Level 3 Animate Dead Cure Blindness Cure Serious WoundsESP Goodberry Neg. Plane Prot. Speak W/Dead Strength Level 4 Awaken Cure Lycanthropy Detect Illusion Dispel Magic Energy Fly -

Item Material Mind Blank Stone to Flesh Level 5 Cure Insanity Cure Paralysis Fabricate Longevity Raise Dead Size Control Teleport Level 6 Clone Improved Cure SW Speak W/Animals Speak W/Monsters Speak W/Plants Water Breathing Level 7

Blade Barrier Cure Deafness Neutralize Gas Remove Charm Remove Curse Sterilize :.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----(313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. CLASS: HEALER The HEALER is a combination of Magic-User, Cleric and a little bit of Fighter Thrown in. They fight as fighter is all ways except that they use the Cleric table for the purpose of scoring a hit. Their prerequisites are scores of 15 in INT, WIS, and DEX. A HEALER can only be Lawful or Neutral (No Chaotic). Healers may not wear any armor or carry a shield, but may use any weapons and may use and be affected by any magical items, with the exception of books. Healers get bonuses for high INT and WIS. They use the Cleric's table for number of spells per level. All books except those that give bonuses to INT and WIS can only have harmful effects of a HEALER. A Healer has the use of use a medical bag. This bag gives them the ability to heal wounds for 1d4 plus targets CON Bonus (non-fighters get full bonus) for a number of rounds equal to his level since the wounds had occurred. After that time he may only heal each target not treated during that time once for 1d4 Plus targets CON Bonus. Each use of the bag cost the Healer 1d6 Gold Pieces. A Healer can get a bonus to his healing of up to their level by use of herbs, but this cost 5 GP for

each +1 added to the die roll. A Healer can augment the healing rate of patients each day by the patients CON Bonus (for a cost of patients Con Bonus squared in Gold Pieces). A Healer also has a chance of INT + WIS + LVL x 3 of closing a wound caused by a weapon of wounding. At 4th lvl the Healer can identify potions at a chance of INT x 2% + 2% per level. At 7th lvl the Healer can read Cleric scrolls. At 10th level the Healer can read Magic User scrolls. A Healer can be of the Human, Dwarf, Halfling, Half-Elf or Elf races. Dwarf Healers are limited to 10th lvl, while Halfling, Half-Elf and Elf can rise only to 14th lvl. EXPERIENCE LEVEL TITLE EXPERIENCE HD(d8) 1st Apprentice 0-2,000 1 2nd Freshman 2,001-4,000 2 3rd Sophomore 4,001-7,500 3 4th Junior 7,501-15,000 4 5th Senior 15,001-25,000 5 6th Intern 25,001-50,000 6 7th Resident 50,001-100,000 7 8th Sr. Resident 100,001-200,000 8 9th Practitioner 200,001-400,000 9 10th Medic 400,001-600,000 10 11th Doctor 600,001-800,000 10+2 12th Doctor, 12th 800,001-1,000,000 10+4 13th Doctor, 13th 1,000,001-1,250,000 10+6 14th Doctor, 14th 1,250,001-1,500,000 10+8 15th Doctor, 15th 1,500,001-1,750,000 10+10 16+ Doctor, 16+ +250,000 per lvl +2/LVL

SPELLS Level 1 Armor Cure Light Wounds Detect Charm Detect Disease Detect Evil Detect Invisible Detect Life Detect Magic Detect Phase Detect Poison Light Preserve Remove Fear Resist Cold Slow Poison Level 4 Awaken Cure Lycanthropy Detect Illusion Dispel Magic Energy Fly Item Material Mind Blank Stone to Flesh Level 7 Blade Barrier Cure Deafness Neutralize Gas Remove Charm Remove Curse Sterilize Level 2 Cure Disease Death's Door Haste Hold Person Invisibility Irritation Messenger Mount Neutralize Poison Purify Food & Drink Resist Fire Run Slow Level 3 Animate Dead Cure Blindness Cure Serious Wounds ESP Goodberry Neg. Plane Prot. Speak W/Dead Strength

Level 5 Cure Insanity Cure Paralysis Fabricate Longevity Raise Dead Size Control Teleport

Level 6 Clone Improved Cure SW Speak W/Animals Speak W/Monsters Speak W/Plants Water Breathing

Spell Descriptions Level 1 Armor Cure Light Wounds Detect Charm Detect Disease Detect Detect Detect Detect Detect Evil Invisible Life Magic Phase -1C -This spell will tell caster what disease (if any) is present within a 30" range. -M -M -M -A spell to find secreted treasure hidden by out-of-phase equipment (spells); and to find creatures that are out-of-phase; duration 6 turns. -A spell that allows caster to determine if poison is present or is being used within a 30' radius, and where. It will also tell what type of poison. -

Detect Poison Light Preserve Remove Fear Resist Cold Slow Poison Level 2

Cure Disease Death's Door Haste Hold Person Invisibility Irritation Messenger Mount Neutralize Poison Purify Food & DrinkResist Fire Run Slow Level 3 Animate Dead Cure Blindness Cure Serious WoundsESP Goodberry Neg. Plane Prot. Speak W/Dead Strength Level 4 Awaken Cure Lycanthropy Detect Illusion Dispel Magic Energy -

Fly Item Material Mind Blank Stone to Flesh Level 5 Cure Insanity Cure Paralysis Fabricate Longevity Raise Dead Size Control Teleport Level 6 Clone Improved Cure SW Speak W/Animals Speak W/Monsters Speak W/Plants

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