SadisticFishing
First Post
Sorry about the lack of formatting, but I forgot it doesn't copy that over, and I'm lazy.
Mystic Theurge
Prerequisites: Ability to cast Arcane spells; ability to cast Divine prayers.
You blur the line between Arcane and Divine magics. Through years of practice and prayer, you have mastered two arts, blending them into one.
Implement of the Gods (11th level): You can use implements of either of your classes for Mystic Theurge powers.
Mystic Understanding (11th level): You gain a +2 bonus to Arcana, History, and Religion checks.
Blended Action (11th level): When you spend an action point to take an extra action, if the extra action is of a different power source than another you’ve used this turn, you gain +2 to all attack rolls and defenses until the beginning of your next turn.
Healing Arcana (16th level): Whenever you include an ally in the area of any Arcane or Divine attack power during combat, that ally regains hit points equal to your Intelligence modifier, after the attack takes place.
White Radiance Mystic Theurge Attack 11
Blazing white radiance burns your enemies.
Encounter * Divine, Arcane, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: All enemies within the burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier + Intelligence modifier damage, and the target gets -2 to attack rolls until the end of your next turn.
Arcane Fuel Mystic Theurge Utility 12
You tap into your Divine magic for fuel for your Arcane spells. Or the other way around. Whichever.
Daily * Arcane, Divine
Move Action Personal
Effect: Expend a Divine or Arcane Encounter Attack power to regain the use of one Encounter Attack power of the other source.
Wrath of the Mage Gods Mystic Theurge Attack 20
Invoking your deity’s wrath, you add his or her power to your own Arcane might, unleashing a devastating assault on your foe.
Daily * Arcane, Divine, Implement, Radiant, Fire, Cold, Thunder, Lightning, Psychic
Standard Action Ranged 20
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier + Wisdom modifier Radiant, Fire, Cold, Thunder, Lightning, and Psychic damage, and the target is stunned until the end of your next turn and knocked prone.
Miss: Half damage and the target is knocked prone.
Thoughts? Comments? Balance ideas?
EDIT: Edited a few things, outlined in my second post.
Mystic Theurge
Prerequisites: Ability to cast Arcane spells; ability to cast Divine prayers.
You blur the line between Arcane and Divine magics. Through years of practice and prayer, you have mastered two arts, blending them into one.
Implement of the Gods (11th level): You can use implements of either of your classes for Mystic Theurge powers.
Mystic Understanding (11th level): You gain a +2 bonus to Arcana, History, and Religion checks.
Blended Action (11th level): When you spend an action point to take an extra action, if the extra action is of a different power source than another you’ve used this turn, you gain +2 to all attack rolls and defenses until the beginning of your next turn.
Healing Arcana (16th level): Whenever you include an ally in the area of any Arcane or Divine attack power during combat, that ally regains hit points equal to your Intelligence modifier, after the attack takes place.
White Radiance Mystic Theurge Attack 11
Blazing white radiance burns your enemies.
Encounter * Divine, Arcane, Implement, Radiant
Standard Action Area burst 1 within 10 squares
Target: All enemies within the burst
Attack: Wisdom vs. Reflex
Hit: 2d10 + Wisdom modifier + Intelligence modifier damage, and the target gets -2 to attack rolls until the end of your next turn.
Arcane Fuel Mystic Theurge Utility 12
You tap into your Divine magic for fuel for your Arcane spells. Or the other way around. Whichever.
Daily * Arcane, Divine
Move Action Personal
Effect: Expend a Divine or Arcane Encounter Attack power to regain the use of one Encounter Attack power of the other source.
Wrath of the Mage Gods Mystic Theurge Attack 20
Invoking your deity’s wrath, you add his or her power to your own Arcane might, unleashing a devastating assault on your foe.
Daily * Arcane, Divine, Implement, Radiant, Fire, Cold, Thunder, Lightning, Psychic
Standard Action Ranged 20
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 4d12 + Intelligence modifier + Wisdom modifier Radiant, Fire, Cold, Thunder, Lightning, and Psychic damage, and the target is stunned until the end of your next turn and knocked prone.
Miss: Half damage and the target is knocked prone.
Thoughts? Comments? Balance ideas?
EDIT: Edited a few things, outlined in my second post.
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