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Medicine Man: A Mystaran Character Class

by Cab Davidson from Threshold Magazine issue 32

Not every race on Mystara has the same arrangements with the Immortals as the one humans have. Indeed, in various of the more primitive, less advanced cultures (both human and non-human) with no written language or formal temples there can be no real clerics. In those cultures it is not uncommon that medicine man characters exist. They have various names in different cultures, with phanatons knowing them as mpisorona, chameleon men as boyla, etc. Each variant has its own unique abilities in addition to a capacity to cast a diverse range of spells.

Image: Oranye Medicine Man
http://pandius.com/WongOranyeMedicineMan1.png
Caption: Wong Oranye Medicine man, original drawing by Jeffrey Kosh
(
https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

A medicine man is less adept at healing than clerics of organised faiths, as with such education come certain advantages. But they are also less constrained by dogma and may use a wider range of weapons, and they may learn to cast a truly remarkable range of magical spells, far more varied than those a cleric can cast. And this is fortunate for the peoples blessed to have access to medicine men as, without written language, the medicine man must take on the roles both of magic-users and clerics within their society.

Playing a Medicine Man Character: Your access to magic makes you a valuable member of any adventuring party, and your capacity to choose from a diverse list every day gives you greater versatility than other spellcasters. Look out for chances to use your spells to incapacitate enemies, to heal party members, but also to provide increased powers for your own and your comrades' attacks. You can also use a wide range of weapons but you are not as well armoured as thieves, clerics, or fighters, so look out for chances to engage your foes with missile weapons, and keep a melee weapon handy for when that’s necessary.

Prime Requisite: Constitution.

Hit Dice: 1d6 per level, plus or minus any constitution modifier, up to level 9; +1 hp per level thereafter. The hit dice of medicine man characters are modified according to race in the same way as for other character classes.

Experience and Level: Medicine man characters progress according to the table below. Note that racial modifiers still apply to this progression.

Attacks, Combat, Saving Throws: Medicine men may use any melee or missile weapon permissible to their race. They cannot wear armour, but if their racial characteristics permit, they may use a shield. Medicine men attack and save as a magic-user of equal level, and gain weapon mastery slots at the same rate.

Special Abilities: Medicine men can cast spells, memorised in a trance like a cleric, may reverse memorised spells at will in the same way once they attain 4th level. They are unable to turn undead, but they gain the special-order abilities as a cleric, paladin, or avenger of the same faith. Medicine men gain the skill ‘honour Immortal’, specific to their patron, in addition to their other skills, at first level. Spells are gained once per day, in a ritual that may involve fire, a tribal dance, or various other cultural practices depending on the medicine man’s race.

Few magic items are made for medicine men, but you can use any magic items crafted for clerics or magic-users, provided the effects they create are also generated by spells in your own list (see below). So, for example, you can use a wand of fear, that being based on cause fear, the reversed form of cause fear, which is a medicine man spell. But you cannot use a wand of lightning bolts because that item recreates the lightning bolt spell, which you cannot cast.

Types of Medicine Man: Each race that produces medicine man characters has a different name for the class, based on their own culture and customs, as shown in the table below. Each has a number of specific abilities that are described beneath the medicine man experience table. Note that there may be many other species with medicine man character classes with different abilities, and the dungeon master is encouraged to develop their own campaign-specific variants.

Race

Class Name

Cay man

Brujo

Chameleon man

Boyla

Neathar

Lithomancer

Phanaton

Mpisorona

Shaydaan

Saaxira



Level

XP

Abilities

Level Title

1

2

3

4

5

6

7

1

0


Hex

1







2

2500


Foreseer

2







3

5000

(a)

Mundunugu

2

1






4

10000


Charmer

2

2






5

20000


Soothsayer

2

2

1





6

40000

(b)

Isangoma

2

2

2





7

80000


Witcher

3

2

2

1




8

150000


Pawang

3

3

2

1




9

300000

(c)

Obeah Master

4

3

3

2




10

450000



4

4

3

2

1



11

600000



4

4

3

3

2



12

750000

(d)


4

4

4

3

2

1


13

900000



5

5

4

3

2

2


14

1050000



5

5

5

3

3

2


15

1200000

(e)


6

5

5

3

3

3


16

1350000



6

5

5

4

4

3


17

1500000



6

6

5

4

4

3

1

18

1650000

(f)


6

6

5

4

4

3

2

19

1800000



7

6

5

4

4

4

2

20

1950000



7

6

5

4

4

4

3

21

2100000



7

6

5

5

5

4

3

22

2250000



7

6

5

5

5

4

4

23

2400000



7

7

6

6

5

4

4

24

2550000



8

7

6

6

5

5

4

25

2700000



8

7

6

6

5

5

5

26

2850000



8

7

7

6

6

5

5

27

3000000



8

8

7

6

6

6

5

28

3150000



8

8

7

7

7

6

5

29

3300000



8

8

7

7

7

6

6

30

3450000



8

8

8

7

7

7

6

31

3600000



8

8

8

8

8

7

6

32

3750000



9

8

8

8

8

7

7

33

3900000



9

9

8

8

8

8

7

34

4050000



9

9

9

8

8

8

8

35

4200000



9

9

9

9

9

8

8

36

4350000



9

9

9

9

9

9

9



  1. At third level a medicine man can identify any plant or plant-like monster, with a 50% +3% per level of experience chance, up to a maximum of 95%

  2. 3rd level ability

  3. 6th level ability

  4. 9th level ability

  5. 12th level ability

  6. 15th level ability

  7. 18th level ability


Image: Cay Man Medicine Man
http://pandius.com/CaymanMedicineMan1.png
Caption: Cay Man Medicine Man, original drawing by Jeffrey Kosh
(
https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

Cay Man

From 6th level a brujo may instantly and faultlessly teleport from any pool or water large enough for them to submerge in, to any other within 90', once per day. From 9th level, they may cast lower water or raise water once per day. From 12th level a brujo may cast wall of ice once per day. From 15th level a brujo may, once per day, cast ice storm or ice wall. And from 18th level a brujo may teleport from any pool of water to any other on the same world, once per day. These powers are all in addition to any other spells the brujo may cast.


Chameleon Man

From 6th level a boyla can, once per day, cast phantasmal force in addition to other spells. From 9th level they can cast hallucinatory terrain once per day. From 12th level a boyla can extend its natural colour-changing ability to any 2 other willing creatures, for up to 4 turns, once per day. From 15th level they gain the ability to create a projected image spell, once per day. From 18th level a boyla can cast reverse gravity once per day. Note that while their racial ability of holding on to the undersides of branches and walls with their feet may make them immune to the effect of this spell, they are not immune to any items flung into the air falling back upon them. These powers are all in addition to any spells the boyla may cast.

Image: Chameleon Man Medicine Man
http://pandius.com/ChameleonManWitchDoctor1.png
Caption: Chameleon Man Medicine Man, original drawing by Jeffrey Kosh
(
https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).


Neathar

From 6th level a lithomancer can choose a single animal native to their home terrain with which they have affinity. That animal type can be communicated with at will, and reaction rolls therewith are made at +2. From 9th level they can cast move earth once per day. From 12th level they can cast woodform, once per day. From 15th level they can cast stoneform once per day, in addition to any other spells they can cast. From 18th level they can cast statue once per day. These powers are all in addition to any other spells a lithomancer may cast.


Phanaton

From 6th level, a mpisorona can hide in shadows and move silently as a thief of equal level. From 9th level they can cast levitate upon themselves once per day. From 12th level they can once per day cast fly upon themselves. From 15th level they can travel by dimension door, once per day. From level 18 they may cast teleport any object upon themselves or any inanimate object held, once per day. These powers are all in addition to any other spells the mpisosona can cast.

Image: Shaydaan Medicine Man
http://pandius.com/Fpe8E4sWAAAGAKq.jpg
Done by DeepAi at Cab's prompting

Shaydaan1

At 6th level a saaxira can, once per day, cast animate pet (see below). From 9th level they can cast animate dead animals (see below) once per day. From 12th level they can dominate lesser undead (see below) once per day. At 15th level they gain the ability to cast animate dead, once per day, in addition to other spells known. From 18th level a saaxira can cast dominate greater undead (see below) once per day. These powers are all in addition to any other spells the saaxira can cast.

High Level Options


A name-level medicine man may settle down and construct a sanctum, and is then referred to as a witch doctor. A sanctum may be located in a cave, a sacred glade, a clean pool of water, or any other location of spiritual significance to the culture of the medicine man. It is rarely a large or expensive building, and any buildings constructed to house the witch doctor or their followers must be sensitive to the location in question. Many (50-300) of the character’s race will seek to live around the sanctum, perhaps creating a new settlement or encampment, of which 2d4 will be medicine men of levels 1-3 seeking to learn from the master. Many will travel from far and wide to visit the holy place and will bring stories and rumours from near and far.

A travelling medicine man is called an animist. An animist will be welcomed by most tribes in lands of their own people, although rulers in civilised lands are often suspicious of them or even actively hostile. An animist typically travels to seek out wrongs inflicted on their people and to aid them when they are most in need, and will often attract powerful followers (over 5th level) who will seek both to follow and learn from their teachings.

Spells list

Level 1

Charm Person (RC 44)
Detect Magic (RC 45)
Detect Danger (RC 41)
Faerie Fire (RC 41)
Light* (RC 45)
Locate (RC 41)
Magical Stone (see below)
Purify Food and Water (RC 35)
Predict Weather (RC 41)
Remove Fear* (RC 35)
Resist Cold (RC 35)
Shield (RC 46)
Sleep (RC 45)
Ventriloquism (RC 46)

Level 2

Bless* (RC 35)
Cure Light Wounds* (RC 34)
Find Traps (RC 35)
Heat Metal (RC 41)
Mirror Image (RC 47)
Obscure (RC 41)
Phantasmal Force (RC 47)
Resist Fire (RC 35)
Produce Fire (RC 41)
Silence 15' Radius (RC 35)
Snake Charm (RC 35)
Speak with Animal (RC 35)
Warp Wood (RC 41)
Web (RC 47)

Level 3

Call Lightning (RC 41)
Continual Light* (RC 46)
Cure Blindness (RC 36)
Cure Disease* (RC 36)
Dispel Magic (RC 48)
Growth of Animal (RC 36)
Hold Person* (RC 48)
Prot. from Poison (RC 42)
Remove Curse* (RC 36)
Speak with Plants (RC 37)
Stoneshape (See below)
Striking (RC 36)
Water Breathing (RC 49)
Water Walk (see below)

Level 4

Charm Monster (RC 49)
Control Temperature 10' (RC 42)
Create Water (RC 36)
Cure Serious Wounds* (RC 37)
Growth of Plants (RC 49)
Hallucinatory Terrain (RC 50)
Insect Plague (RC 37)
Neutralise Poison* (RC 37)
Polymorph Other (RC 50)
Polymorph Self (RC 50)
Prot. from Lightning(RC 42)
Sticks to Snakes (RC 37)
Summon Animals (RC 42)
Wall of Fire (RC 51)

Level 5

Anti Plant Shell (RC 42)
Commune (RC 37)
Create Food (RC 37)
Create Normal Animals (RC 38)
Control Winds (RC 42)
Hold Monster* (RC 52)
Insect Plague (RC 37)
Languages* (See below)
Pass Plant (RC 42)
Quest* (RC 38)
Raise Dead* (RC 38)
Speak with Monsters (RC 39)
Truesight (RC 38)
Woodform (RC 52)

Level 6

Aerial Servant (RC 38)
Animate Objects (RC 38)
Anti Animal Shell (RC 43)
Anti Magic Shell (RC 53)
Barrier* (RC 38)
Charm Plant (RC 54)
Cure Critical Wounds* (RC 37)
Find the Path (RC 39)
Lower Water (RC 53)
Mass Charm (RC 57)
Speak with Monsters (RC 39)
Summon Weather (RC 43)
Transport through Plants (RC 43)
Turn Wood (RC 43)

Level 7

Create Any Monsters (RC 59)
Creeping Doom (RC 43)
Cureall (RC 38)
Earthquake (RC 38)
Gate (RC 59)
Immunity (RC 59)
Metal to Wood (RC 43)
Shapechange (RC 60)
Survival (RC 39)
Regenerate* (See below)
Restore* (RC 39)
Summon Elemental (RC 43)
Weather Control (RC 43)
Wish (RC 40)

Image: Tortle Medicine Man
http://pandius.com/TortleMedicineMan1.png
Caption: Tortle Medicine Man, original drawing by Jeffrey Kosh
(
https://jeffreykosh.wixsite.com/jeffreykoshgraphics/home).

New Spells

Level 1


Animate Pet

Range: Touch
Duration: Permanent
Effect: Raises one small animal from the dead

This frankly disturbing spell animates one small animal that is dead. Any normal animal up to the size of a large dog can be raised, and all are treated as 1 HD creatures, with a movement rate of 90' (30'), whether walking as a dog or cat, flying as a parrot, swimming as a fish, etc. They will obey the caster to the best of their (limited) abilities, but having no greater intelligence than other zombies they are barely more than mindless automata. They can fight (inflicting half of the damage they could have in life), fetch, carry, etc. Any caster may have up to 3 dead pets controlled thus.

Magical Stone

Range: 0
Duration: Special
Effect: Imbues 1 or more stones with magic

This spell allows the medicine man to enchant up to 1 pebble per 5 levels of experience. They can be thrown up to 30' or can be used as sling stones and can hit creatures immune to attacks of up to +2 magical weapons, but attacks using it confer no bonus to attack or damage. Thrown or used in a sling unskilled, the stones inflict 1d4 damage, or 2d4 if the target is undead. Used with weapon mastery, the stones cause damage appropriate to the attacker’s skill, and inflict double damage to undead creatures. The stones will remain magical until used or until 3 turns have passed.

Level 2

Animate Dead Animals

Range: Touch
Duration: 1 hour per level of the caster
Effect: Up to four zombie animals

After casting this spell a caster can touch up to 4 dead mount or pack animals, and they will be animated as if zombies. While they cannot fight, they also don’t require food or water to sustain them. They move at half the speed they did when alive, but can pull or carry the same loads. Each raised creature has 2 HD, and can be turned by a cleric as a zombie. While such raised animals have little practical worth, they can be the difference between a caravan making it to destination or being lost.

Level 3


Dominate Lesser Undead

Range: 60'
Duration: Special
Effect: Controls skeletons, zombies, ghouls and wights

This spell allows the caster to attempt to control skeletons, zombies, ghouls, or wights (or creatures turned at that level). The attempt to do so is as per the Undead Liege and Pawn rules in the Rules Cyclopedia, with the caster being treated as a liege of their own level in hit dice. All normal rules for controlling undead (maximum permitted HD of individual subject being half the level of the caster, total permitted HD being twice the level of the caster, undead are freed at the next full moon, turning releases the undead) are applied to dominated undead.

Stoneshape

Range: Touch
Duration: Permanent
Area of Effect: 1' cube per level of experience

The caster of this spell can crudely shape any normal, unworked stone (crafting idols, making a crude doorway, etc.). Without any skill in sculpture or engineering the work may be crude, but simple figures, openings, and constructions are possible. Any objects made with moving parts will probably (60% chance) not work.

Water Walk

Range: Touch
Duration: 1 turn per level of the caster
Effect: Recipient can walk on water

For the duration of this spell, the recipient can walk on any liquid (water, mud, snow, lava, etc.), and cannot be forced under the surface. Footprints, around 2" deep, are left, and no immunity to the liquid if it is damaging (e.g. acid or lava) is imbued. An unwilling recipient (for example being pushed out of a flying ship into the sea) can make a saving throw vs. spells to avoid the effect.

Level 4


Languages

Range: Caster Only
Duration: 1 turn per 3 levels of the caster
Effect: Allows the caster to speak and understand 1 additional language per 5 levels of experience

Upon casting this spell the caster will immediately understand the next spoken language they hear, and can freely converse therein. One extra language can be thus gained per 5 levels of experience of the caster.

The reverse of this spell, gabble, makes a single victim unable to speak coherently or even comprehend any language for the duration of the spell. The target must be touched, and can save vs. spells to avoid the effect. Victims of this spell are still able to cast spells normally.

Level 5


Dominate Greater Undead

Range: 60'
Duration: Special
Effect: Controls skeletons, zombies, ghouls and wights, wraiths and mummies

This spell allows the caster to attempt to control skeletons, zombies, ghouls, wights, wraiths, or mummies (or creatures turned at that level). The attempt to do so is as per the Undead Liege and Pawn rules in the Rules Cyclopedia, with the caster being treated as a liege of their own level in hit dice. All normal rules for controlling undead (maximum permitted HD of individual subject being half the level of the caster, total permitted HD being twice the level of the caster, undead are freed at the next full moon, turning releases the undead) are applied to dominated undead.

Level 7


Regenerate*

Range: Touch
Duration: Permanent
Effect: 1 creature

This spell allows a cleric to restore lost limbs or organs, although not instantly. If the severed limb (or eye, organ, etc.) is present and held in place, then the spell works in a single round. If the severed material is not present, they will regrow within 2d4 turns. This spell will only work on living creatures, on body parts lost within 1 day per level of the caster.

The reverse of this spell, wither, causes the touched body part to wither and become useless. The body part must be touched and the target can save vs. spells to avoid the effect. However when wither is used on a willing undead target it can restore lost parts, and if the correct materials are used (costing 5,000 gp per HD + 5,000 gp per asterisk of the undead creature) can be used to graft extra parts to physical undead creatures. For example a 9 HD** vampire could have wings removed from a red dragon grafted on, the materials necessary costing 55,000 gp per wing. The wings would subsequently be functional and useable. Likewise a skeleton (1 HD) could have an extra arm attached for 5,000 gp. While the attached body parts are functional, they can however be dispelled.

Modifying undead creatures in such a way is considered an evil, entropic act. It is not impossible that regenerate may work to modify living creatures in the same way as wither can with undead, but there are no records of any clerics of positive sphere Immortals having tried.



1A Primate Race of Mystara, described in the namesake article in this issue of Threshold Magazine, inspired by the chimpanzee