HEALERS
by C. Hettlestad


 
- - - - -
Dragon magazine - The Dragon #3 - Dungeons & Dragons

Healers, as the name implies, are designed to allow rapid repair of
other characters in large campaign games. Basically the healer is a
combination of magic user and cleric with a dash of fighter. However,
the healer has a set of spells exclusive to himself (although many can be
found elsewhere) and is not allowed to switch class at any time under his
own decision.

Basic prerequisites for a Healer are high, a minimum score of 15
each in intelligence, wisdom, and dexterity. Further, they are restricted
in that they can only be lawful or neutral. A chaotic healer is not
allowed, and would become a mere fighter if forced to change alignment
from allowable areas.


Healer's bag

Healers may not wear any armor or shield; but may use any
weapons and/or magical items. The various books to be found will not
aid the healer in any way and can only hurt. There are certain special
abilities conferred upon the healer at certain levels.

At 4th level — can detect molds, slimes, etc. at 40 feet.
At 8th level — can determine types of potions.
At 12th level — can read magical and clerical scrolls.
At 16th level — can use 4 1st level magic-user spells.
At 20th level — can use 4 2nd level magic-user spells


 
Level Title XP HD (d8) 1 2 3 4 5 6 7
1 Apprentice 0 1 1 - - - - - -
2 Frosh 5000 2 1 - - - - - -
3 Sophomore 10,000 3 1 1 1 - - - -
4 Junior 15,000 4 2 1 1 1 - - -
5 Senior 25,000 5 2 2 1 1 1 - -
6 Intern 50,000 6 2 2 2 1 1 1 -
7 Resident 100,000 7 3 2 2 2 1 1 1
8 Senior Resident 200,000 8 3 3 2 2 2 1 1
9 Practitioner 300,000 9 3 3 3 2 2 2 1
10 Medic* 400,000 10 4 3 3 3 2 2 2
11 Doctor 500,000 10+1 4 4 3 3 3 2 2
12 Doctor, 12th 600,000 10+2 4 4 4 3 3 3 2
13 Doctor, 13th 700,000 10+3 5 4 4 4 3 3 3
14 Doctor, 14th** 800,000 10+4 5 5 4 4 4 3 3
15 Doctor, 15th 900,000 10+5 5 5 5 4 4 4 3
16 Doctor, 16th 1,000,000 10+6 6 5 5 5 4 4 4
17 Doctor, 17th 1,100,000 10+7 6 6 5 5 5 4 4
18 Doctor, 18th 1,200,000 10+8 6 6 6 5 5 5 4
19 Doctor, 19th 1,300,000 10+9 7 6 6 6 5 5 5
20 Doctor, 20th 1,400,000 10+10 7 7 6 6 6 5 5
21 Doctor, 21st 1,500,000 10+11 7 7 7 6 6 6 5
22 Doctor, 22nd 1,600,000 10+12 8 7 7 7 6 6 6
23 Doctor, 23rd 1,700,000 10+13 8 8 7 7 7 6 6
24 Doctor, 24th 1,800,000 10+14 8 8 8 7 7 7 6
25 Doctor, 25th 1,900,000 10+15 9 8 8 8 7 7 7

* Highest level for Dwarf.
** Highest level for Hobbit, Half-Elf or Elf.

1st Level
1. Detect Magick
2. Detect Evil
3. Detect Poison
4. Detect Disease
5. Detect Invisible
6. Detect Phase

2nd Level
1. Neutralize Poison
2. Cure Disease
3. Purify food & water
4. Slow
5. Haste
6. Invisibility

3rd Level
1. Raise Dead
2. Cure Serious Wounds
3. Cure Blindness
4. ESP
5. Animate Dead
6. Strength

4th Level
1. Stone-Flesh
2. Mind Blank
3. Energy
4. Cure Lycanthropy
5. Wake Spell
6. Fly

5th Level
1. Raise Dead Fully
2. Cure Insanity
3. Cure Paralysis
4. Longevity
5. Teleport
6. Size Control

6th Level
1. Improved Cure Serious Wounds
2. Clone
3. Water Breathing
4. Talks to Plants
5. Speak with Animals
6. Speak with Monsters

7th Level
1. Sterilize
2. Neutralize Gas
3. Blade Barrier
4. Remove Curse
5. Remove Charm
6. Cure Deafness

1st Level Healer Spells:
1. Detect Magic: same as magic-user spell of same name
2. Detect Evil: same as magic-user spell of same name
3. Detect Poison: A spell that allows user to determine if poison is being
used within a 30’ radius, and where. It will also tell what type poison.
4. Detect Disease: This spell will tell user what disease is present (within
30" range)
5. Detect Invisible: same as magic-user spell of same name
6. Detect Phase: 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

2nd Level Healer Spells:
1. Neutralize Poison: same as clerical spell of same name
2. Cure Disease: same as clerical spell of same name
3. Purify Food & Water: same as clerical spell of same name
4. Slow: same as magic-user spell of same name
5. Haste: same as magic-user spell of same name
6. Invisibility: same as magic-user spell of same name

3rd Level Healer Spells:
1. Raise Dead: same as clerical spell of same name
2. Cure Serious Wounds: same as clerical spell of same name
3. Cure Blindness: This spell will cure blindness incurred by any
characters due to any cause (including curse)
4. ESP: same as magic-user spell of same name
5. Animate Dead: same as magic-user spell of same name
6. Strength: same as magic-user spell of same name

4th Level Healer Spells:
1. Stone-Flesh: same as magic-user spell of same name
2. Mind Blank: same as magic-user spell of same name
3. Energy: use of this spell will restore one life level to a character who
has lost one to a wraith or similar happenstance.
4. Cure Lycanthropy: This spell allows user to remove the stigma of
lycanthropy from anyone so afflicted.
5. Wake Spell: This spell will waken anyone put to sleep through
various means.
6. Fly: same as magic-user spell of same name

5th Level Healer Spells:
1. Raise Dead Fully: same as clerical spell of same name
2. Cure Insanity: allows user of this spell to cure anyone of insanity
3. Cure Paralysis: allows user of the spell to cure paralysis, or negate it
in any effect.
4. Longevity: Reduces 10 game-years from the game-age of the
character this spell is used upon (note — this will counter the effect of
aging caused by a staff of withering, ghost attack, etc.).
5. Teleport: same as magic-user spell of same name
6. Size Control: this spell will neutralize the effect of growth and
shrinking potions or similar devices.

6th Level Healer Spells:
1. Improved Cure Serious Wounds: this spell will cure four 6-sided die
worth of damage, with an addition of one per die (i.e., 8 to 24 pts.)
2. Clone: same as magic-user spell of same name
3. Water Breathing: same as magic-user spell of same name
4. Talk to Plants: this allows user of this spell to talk to any plant
5. Speak with Animals: this allows user of this spell to speak with any
animal (up to the animal to decide to respond tho)
6. Speak with Monsters: same as clerical spell of same name

7th Level Healer Spells:
1. Sterilize: this spell will cleanse any room of any infection, mold,
slime, or nasty creatures, up to 5 hit die.
2. Neutralize Gas: this spell will neutralize poisonous gases, tear or any
other gases.
3. Blade Barrier: same as clerical spell of same name
4. Remove Curse: same as magic-user spell of same name
5. Remove Charm: this spell remove and or negate a charm placed upon
a character, once this spell is used upon him. Range 3”
6. Cure deafness: this spell will cure deafness caused by any cause.

1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM =
3. ABILITY SCORE MINIMUMS
    STRENGTH =
    INTELLIGENCE =
    WISDOM =
    DEXTERITY =
    CONSTITUTION =
    CHARISMA =
    COMELINESS =
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE =
5. MULTI-CLASS POSSIBILITIES =
6. HIT DIE TYPE =
7. MAXIMUM NUMBER OF HIT DICE =
8. SPELL ABILITY =
9. ARMOR PERMITTED =
10. SHIELD PERMITTED =
11. WEAPONS PERMITTED =
12. OIL PERMITTED =
13. POISON PERMITTED =
14. ALIGNMENT =
15. STARTING MONEY =
16. WEAPON PROFICIENCIES =
17. NON-PROFICIENCY PENALTY =
18. NON-WEAPON PROFICIENCIES =
19. STARTING AGE =
20. COMBAT =
21. SAVING THROWS =
22. MAGIC ITEMS =


 
 
 
XP Level Dice for HP Title

zb

Mithryl the Healer (dwarf pacifist priest 7; 92.443)

1.

Gnarvis the Healer

NAMES
Doctor Rock