:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====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 Level 2 Level 3 Armor Cure Disease Animate Dead Cure Light Wounds Death's Door Cure Blindness Detect Charm Haste Cure Serious Wounds Detect Disease Hold Person ESP Detect Evil Invisibilty Goodberry Detect Invisible Irritation Neg. Plane Prot. Detect Life Messenger Speak W/Dead Detect Magic Mount Strength Detect Phase Neutralize Poison Detect Poison Purify Food & Drink Light Resist Fire Preserve Run Remove Fear Slow Resist Cold Slow Poison Level 4 Level 5 Level 6 Awaken Cure Insanity Clone Cure Lycanthropy Cure Paralysis Improved Cure SW Detect Illusion Fabricate Speak W/Animals Dispel Magic Longevity Speak W/Monsters Energy Raise Dead Speak W/Plants Fly Size Control Water Breathing Item Teleport Material Mind Blank Stone to Flesh Level 7 Blade Barrier Cure Deafness Neutralize Gas Remove Charm Remove Curse Sterilize Spell Descriptions Level 1 Armor - Cure Light Wounds -1C Detect Charm - Detect Disease -This spell will tell caster what disease (if any) is present within a 30" range. Detect Evil -M Detect Invisible -M Detect Life - Detect Magic -M 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. Detect Poison -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. 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 & Drink- Resist Fire - Run - Slow - Level 3 Animate Dead - Cure Blindness - Cure Serious Wounds- ESP - 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 Level 2 Level 3 Armor Cure Disease Animate Dead Cure Light Wounds Death's Door Cure Blindness Detect Charm Haste Cure Serious Wounds Detect Disease Hold Person ESP Detect Evil Invisibility Goodberry Detect Invisible Irritation Neg. Plane Prot. Detect Life Messenger Speak W/Dead Detect Magic Mount Strength Detect Phase Neutralize Poison Detect Poison Purify Food & Drink Light Resist Fire Preserve Run Remove Fear Slow Resist Cold Slow Poison Level 4 Level 5 Level 6 Awaken Cure Insanity Clone Cure Lycanthropy Cure Paralysis Improved Cure SW Detect Illusion Fabricate Speak W/Animals Dispel Magic Longevity Speak W/Monsters Energy Raise Dead Speak W/Plants Fly Size Control Water Breathing Item Teleport Material Mind Blank Stone to Flesh Level 7 Blade Barrier Cure Deafness Neutralize Gas Remove Charm Remove Curse Sterilize Spell Descriptions Level 1 Armor - Cure Light Wounds -1C Detect Charm - Detect Disease -This spell will tell caster what disease (if any) is present within a 30" range. Detect Evil -M Detect Invisible -M Detect Life - Detect Magic -M 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. Detect Poison -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. 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 & Drink- Resist Fire - Run - Slow - Level 3 Animate Dead - Cure Blindness - Cure Serious Wounds- ESP - 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 .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. Copywrited 1990 Stan Paszt HEALER PURPOSE OF THE HEALER ----------------------------------------------------------------------------- A HEALER'S SOLE PURPOSE IN LIFE IS TO HEAL OTHERS AND PROLONG LIFE. A HEALER HAS SWORN ON OATH TO SERVE ANY BEINGS NEEDING HIS OR HER HELP, REGARDLESS OF RACE, CLASS, OR ALIGNMENT, FOR FAIR WAGES. ALL LIFE IS SACRED TO A HEALER. _____________________________________________________________________________ MANDATORY STATISTICS ----------------------------------------------------------------------------- STRENGTH: NO GREATER THAN 16 ALIGNMENT: INTELLIGENCE: NO LESS THAN 16 LAWFUL GOOD WISDOM: NO LESS THAN 15 OR LAWFUL EVIL DEXTERITY: NO LESS THAN 17 (UPON REACHING 6th LEVEL) CONSTITUTION: NO LESS THAN 15 CHARISMA: NO LESS THAN 14 ARMOR: LEATHER ONLY COMELINESS: NO LESS THAN 12 WEAPONS: OPEN HANDS ONLY _____________________________________________________________________________ REQUIREMENTS ----------------------------------------------------------------------------- CHARACTER MUST BE ELVEN (NO HALF-ELVEN) CHARACTER MUST BE AMBIDEXTROUS CHARACTER MUST HAVE REACHED 6th LEVEL AS A RANGER AND THEN A CLERIC AT THIS TIME CHARACTER MAY CHOOSE TO BECOME A 0 LEVEL HEALER. CHARACTER MUST SPEND 1 YEAR ALONE IN THE WILDERNESS STUDYING FOR EACH LEVEL OF EXPERIENCE GAINED. MAY NOT USE RODS, STAFFS,OR WANDS AT ANY TIME AFTER BECOMING A HEALER. _____________________________________________________________________________ TYPE OF ATTACKS ----------------------------------------------------------------------------- THE HEALER STUDIES THE BODIES OF ALL LIVING THINGS, FINDING THE WAYS OF HEALING WITHIN THEM. THE NERVOUS SYSTEMS, THE CIRCULATORY SYSTEMS, THE GLANDS, AND ORGANS AND TISSUES OF THE BODIES. A HEALER THEN APPLIES THIS KNOWLEDGE TO SET BONES, CURE AILMENTS, DISEASES, WOUNDS, POISONS, AND OTHER MALADIES. _____________________________________________________________________________ SPECIAL ABILITIES ----------------------------------------------------------------------------- LEVITATION AT WILL-----UNLIMITED DURATION AND TIMES PER DAY 96 MOVEMENT INVISIBILITY AT WILL--UNLIMITED DURATION AND TIMES PER DAY _____________________________________________________________________________ _____________________________________________________________________________ **HEALERS MAY NEVER STRIKE THE FIRST BLOW IN A CONFRONTATION. (i.e. THEY PERSONALLY MUST BE HIT BEFORE THEY CAN ATTACK.)** _____________________________________________________________________________ _____________________________________________________________________________ THE HEALER CLASS GAINS EXPERIENCE ONLY THROUGH HEALING OTHERS,EXCEPT FOR THE ANTI-, OR EVIL, VARIETY OF THIS CLASS. THE AMOUNT OF EXPERIENCE GAINED IS DETERMINED BY A RANDOM ROLL ON THE TABLE OF DICE FOR THIS CLASS ONLY, THOUGH IF THE DUNGEON MASTER FEELS THAT THE INDIVIDUAL ACT CARRIED OUT TO PERFORM THE HEALING IN QUESTION IS OF GREAT DIFFICULTY, IMPORTANCE TO THE PARTY OR TO A PERSON OF GREAT IMPORTANCE TO THE DUNGEON HE MAY GRANT MORE POINTS. THE EVIL HALF OF THIS CLASS MAY ONLY GAIN EXPERIENCE THROUGH DOING DAMAGE TO OTHERS. ALL HEALERS MUST BE OF LAWFUL GOOD ALIGNMENT UNTIL THEY REACH SIXTH LEVEL AS A HEALER, THEN AT THIS POINT THEY MAY HAVE THEIR ALIGNMENT CHANGED TO LAWFUL EVIL ONLY,IF THEY CHOOSE, AND BECOME AN ANTI-HEALER. THIS CLASS IS CONSIDERED TO BE ONE OF THE MOST HONORABLE CLASSES IN EXISTENCE, THEREFORE IF THE DUNGEON MASTER FEELS THAT THE PLAYER IS PLAYING THE CLASS OUT OF ALIGNMENT AT ANY TIME DURING THE PLAY OF THE GAME, HE MAY STRIP A CHARACTER OF THIS CLASS AND RETURN HIM TO THE SPLIT CLASS RANGER/CLERIC AT THE LEVEL OF HIS PRESENT EXPERIENCE UPON ENTERING THE HEALER CLASS, AND NONE OF THE ACCUMULATED EXPERIENCE SINCE BECOMING A HEALER. A HEALER MAY NEVER RENTER THE CLASS AFTER BEING EJECTED FROM IT. A HEALER MAY NEVER STRIKE UNTIL PERSONALLY STRUCK. A HEALER WILL AT ALL TIMES ATTEMPT TO AVOID BEING HIT, WHILE TRYING AT HIS GREATEST ABILITY TO PREVENT ANY CONFRONTATION UNLESS IT IS A MATTER OF HONOR OR LAW THAT IS THE CAUSE. ----------------------------------------------------------------------------- HEALERS EXPERIENCE/LEVEL DICE FOR LEVEL OF HEALER ACCUM. HIT POINTS TITLE EXPERIENCE _____________________________________________________________ 0-18,000 01 1D4 NOVICE TREATER 18,001-36,000 02 1D4+1 APPRENTICE TREATER 36,001-54,000 03 1D6 JOURNEYMAN TREATER 54,001-72,000 04 1D6 JUNIOR TREATER 72,001-90,000 05 1D6+1 TREATER 90,001-108,000 06 1D8 SENIOR TREATER 108,001-126,000 07 1D8+1 NOVICE INTERN 126,001-144,000 08 1D10 INTERN 144,001-162,000 09 1D10+1 SENIOR INTERN 162,001-180,000 10 1D12 MASTER INTERN 180,001-198,000 11 1D12+1 NOVICE PRACTITIONER 198,001-216,000 12 1D20 APPRENTICE PRACT. 216,001-234,000 13 1D20+1D4 JOURNEYMAN PRACT. 234,001-252,000 14 1D20+1D6 JUNIOR PRACTITIONER 252,001-270,000 15 1D20+1D8 PRACTITIONER 270,001-288,000 16 1D20+1D10 SENIOR PRACTITIONER 288,001-306,000 17 1D20+1D12 NOVICE SURGEON 306,001-324,000 18 2D20 APPRENTICE SURGEON 324,001-342,000 19 2D20+1 JOURNEYMAN SURGEON 342,001-360,000 20 2D20+1D4 SURGEON 360,001-378,000 21 2D20+1D6 SENIOR SURGEON 378,001-396,000 22 2D20+1D8 396,001-414,000 23 2D20+1D10 414,001-432,000 24 2D20+1D12 432,001-450,000 25 3D20 450,001+ 26 3D20+1 _____________________________________________________________________________ HEALERS ATTACKS/ROUND LEVEL OF HEALER 01-03 04-06 07-09 10-11 12 13 14 15 16 __________________________________________________________ NUMBER OF ATTACKS 2/3 2/1 5/2 3/1 7/2 4/1 9/2 5/1 11/2 _____________________________________________________________________________ SAVING THROWS LEVEL OF CHARACTER ATTACKS 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 SAVED AGAINST ______________________________________________________________ PARALYZATION, POISON OR 07 06 05 05 04 04 04 03 03 03 02 02 02 02 01 01 DEATH MAGIC PETRIFICATION 10 10 09 09 08 08 07 06 06 05 05 04 04 03 03 02 OR POLYMORPH ROD, STAFF 09 09 09 08 08 08 07 07 06 06 05 05 04 04 04 03 OR WAND BREATH WEAPON 12 12 11 11 11 10 10 10 09 09 09 08 07 07 06 05 SPELL 11 11 11 11 11 10 10 10 10 10 09 09 09 08 08 07 _____________________________________________________________________________ TO HIT TABLE LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 --------------------------------------------------------------- -10 20 20 20 20 20 20 20 20 20 20 19 18 17 14 14 -09 20 20 20 20 20 20 20 20 20 19 18 17 16 14 13 -08 20 20 20 20 20 20 20 20 19 18 17 16 15 13 12 -07 20 20 20 20 20 20 20 19 18 17 16 15 14 12 11 -06 20 20 20 20 20 20 20 18 17 16 15 14 13 11 10 A -05 20 20 20 20 20 20 19 17 16 15 14 13 12 10 09 R -04 20 20 20 20 20 20 18 16 15 14 13 12 11 09 08 M -03 20 20 20 20 20 19 17 15 14 13 12 11 10 08 07 O -02 20 20 20 20 19 18 16 14 13 12 11 10 09 07 06 R -01 20 20 20 19 18 17 15 13 12 11 10 09 08 06 05 00 20 20 19 18 17 16 14 12 11 10 09 08 07 05 04 C 01 20 19 18 17 16 15 13 11 10 09 08 07 06 04 03 L 02 19 18 17 16 15 14 13 10 09 08 07 06 05 03 02 A 03 18 17 16 15 14 13 12 09 08 07 06 05 04 02 S 04 17 16 15 14 13 12 11 08 07 06 05 04 03 S 05 16 15 14 13 12 11 10 07 06 05 04 03 02 06 15 14 13 12 11 10 09 06 05 04 03 02 07 14 13 12 11 10 09 08 05 04 03 02 08 13 12 11 10 09 08 07 04 03 02 09 12 11 10 09 08 07 06 03 02 10 11 10 09 08 07 06 05 02 _____________________________________________________________________________ TO HEAL PERCENTAGES LEVEL OF HEALER 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 --------------------------------------------------------- BIPEDAL 70 72 74 76 78 80 82 85 86 88 90 94 96 97 97 QUADRUPEDAL 55 58 60 63 65 68 70 74 78 82 86 88 90 94 98 REPTILIAN 38 40 43 46 48 51 54 58 62 66 69 73 76 79 84 AVIAN 30 34 36 38 40 42 44 46 48 53 56 59 65 69 74 AMPHIBIOUS 34 37 39 02 44 47 50 57 60 64 68 74 77 80 85 AQUATIC 27 30 34 39 43 47 51 55 59 63 68 75 80 89 99 PLANTS 25 29 34 39 46 52 57 63 68 74 79 84 88 94 99 SLIMES/PUDDINGS 12 18 23 27 34 37 45 48 54 58 63 69 74 79 85 ELEMENTALS 28 31 34 36 39 42 45 48 51 54 57 60 64 68 72 MAGICAL 08 14 23 32 36 43 47 52 57 62 66 68 71 74 78 PERCENTAGES TO PARALYZE LEVEL OF HEALER 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 ---------------------------------------------------------- BIPEDAL 50 53 56 58 61 64 68 73 76 81 87 94 98 99 99 QUADRUPEDAL 45 48 51 53 56 58 72 74 76 78 80 82 84 89 91 REPTILIAN 39 42 45 48 52 55 58 62 65 67 70 72 76 86 89 AVIAN 23 27 30 35 38 40 43 46 49 54 58 63 67 74 78 AMPHIBIOUS 18 20 24 27 30 34 37 40 45 49 52 57 61 69 72 AQUATIC 13 16 19 23 26 30 34 36 41 46 49 53 59 65 69 PLANTS 35 38 42 45 49 53 57 63 69 74 78 83 87 92 97 SLIMES/PUDDINGS 05 09 12 17 21 27 33 39 45 54 63 72 81 99 99 ELEMENTALS 01 03 07 10 14 21 25 29 32 36 42 48 55 65 82 MAGICAL 01 02 03 10 14 18 20 24 30 33 39 43 48 65 80 _____________________________________________________________________________ DIE TO: DAMAGE/HEAL PARALYZE GET EXPERIENCE _________________________________________________________ 01 1D4 1D4 1D20X10 02 1D6 1D4 1D20X10 03 1D8 1D4 1D20X10 04 1D10 1D6 1D20+1D4X10 05 1D12 1D6 1D20+1D4X10 L 06 1D20 1D8 1D20+1D4X10 E 07 1D20+1D4 1D8 1D20+1D6X10 V 08 1D20+1D4 1D12 1D20+1D6X10 E 09 1D20+1D6 1D12 1D20+1D8X10 L 10 1D20+1D8 1D20 1D20+1D10X10 11 1D20+1D8 1D20 1D20+1D10X10 O 12 1D20+1D10 1D20+1D4 1D20+1D12X10 F 13 1D20+1D10 1D20+1D4 1D20+1D12X10 14 1D20+1D12 1D20+1D6 2D20X10 H 15 1D20+1D12 1D20+1D6 2D20X10 E 16 2D20 1D20+1D8 2D20+1D4X10 A 17 2D20+1D4 1D20+1D8 2D20+1D4X10 L 18 2D20+1D6 1D20+1D10 2D20+1D6X10 E 19 2D20+1D8 1D20+1D12 2D20+1D10X10 R 20 2D20+1D10 2D20 2D20+1D12X10 21 2D20+1D12 2D20+2D4 3D20X10 22 3D20 2D20+2D6 3D20+2D4X10 23 3D20+2D6 2D20+3D12 3D20+2D12X10 24 3D20+2D10 3D20+2D10 4D20X10 25 4D20+3D12 4D20+3D6 4D20+2D10X10 26 4D20+4D10 4D20+4D12 4D20+3D12X10 HEALERS ARE ABLE TO RESURRECT BEINGS OF ALL TYPES, SO LONG AS IT HAS NOT BEEN DEAD FOR MORE THAN ONE DAY. THE HEALER IS LIMITED TO THE NUMBER OF TIMES A DAY THAT HE MAY RESURRECT OTHERS BY THE FOLLOWING TABLE. UPON ANY RESURRECTION ATTEMPT THE HEALER MUST REST FOR AT LEAST THREE DAYS OR DIE FROM EXHAUSTION. IF THE HEALER IS ALLOWED, DUE TO HIS LEVEL, TO RESURRECT MORE THAN ONCE PER DAY, HE MAY DO SO, BUT THEN REST FOR THE APPROPRIATE NUMBER OF DAYS, PLUS AN ADDITIONAL DAY FOR EACH EXTRA ATTEMPT, AS WELL AS THE DAYS INCURRED BY EACH ATTEMPT.(i.e. 1 ATTEMPT=3 DAYS REST, 2 ATTEMPTS=7 DAYS REST.) LEVEL OF HEALER 01-04 05-07 08-12 13-14 15-18 19-26 __________________________________________________ NUMBER OF ATTEMPTS: 1/DAY 3/2DAY 2/DAY 5/2DAY 3/DAY 7/2DAY CONSTITUTION 17-18: 1/DAY 2/DAY 5/2DAY 7/2DAY 4/DAY 9/2DAY " 19-20 3/2DAY 2/DAY 3/DAY 7/2DAY 4/DAY 5/DAY " 20+ 2/DAY 5/2DAY 3/DAY 4/DAY 9/2DAY 11/2DAY _____________________________________________________________________________ HEALER ARMOR CLASS AT LEVEL LEVEL 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 ______________________________________________________________ ARMOR CLASS 10 10 10 10 10 09 08 07 06 05 04 03 02 01 00 -1 WITH ARMOR 08 08 08 08 08 07 06 05 04 03 02 01 00 -1 -1 -1 MAX W/DEX 18 BONUS 04 04 04 04 04 03 02 01 00 -1 -2 -2 -2 -2 -3 -4 ********** MAXIMUM ARMOR CLASS -5. ********** _____________________________________________________________________________ HEALERS HAVE LIMITED SPELL USE OF CLERICAL SPELLS, ATTAINED AT 6th LEVEL, AS SHOWN ON THE FOLLOWING TABLE: LEVEL OF HEALER SPELL LEVEL 6 7 8 9 10 11 12 13 14 15 16 17 ----------------------------------------------------- FIRST 3 3 3 4 4 5 6 6 6 7 7 8 SECOND 3 3 3 4 4 4 5 6 6 7 7 8 THIRD 2 2 3 3 3 4 5 6 6 7 7 8 FOURTH - 1 2 2 3 3 3 4 5 5 6 6 FIFTH - - - 1 2 2 2 2 3 4 5 5 SIXTH - - - - - 1 2 2 2 2 3 3 SEVENTH - - - - - - - - - - 1 1 _____________________________________________________________________________ HEALERS THAT REACH NINTH LEVEL RECEIVE THIEVING ABILITIES AS A FIRST LEVEL THIEF, AND MAY GO UP IN LEVELS AT A RATE OF ONE LEVEL OF THIEVING ?ck EACH LEVEL AS A HEALER THEY GAIN.(I.E. A NINTH LEVEL HEALER MAY TRAIN AS A FIRST LEVEL THIEF, A FIFTEENTH LEVEL HEALER MAY TRAIN AS A SIXTH LEVEL THIEF.)