Mystic Theurge Questions

Ok, Mystic Theurge seems like a very nice prestige class. I was thinking of going Wiz3/Cle2 or Cle3/Wiz2 before going into the class. Now how will the prestige class affect those classes. Does the character lose the ability to turn or simply turns at 2nd/3rd level? How are healing spells affected? What about sponetaneous healing and the healing modifiers based on level? What about any other drawbacks?

Thanks in advance.
 

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You must be minimum wiz3/cle3 before entering the class, since you must be able to cast 2nd level arcane or divine spells.

You don´t lose turning, but it stops at 3rd level.
Healing spells are not affected, since the caster level is higher. If you are level 3/3/MsTh 1, you heal 1d8+4 hit points with a cure light wounds, spontaneous or not.

Benefits based on wizard levels (such as some familiar abilities, bonus feats...) or cleric levels (turning, many domain powers) do not continue advancing.

I´m playing a mystic theurge, and I realized that you basically become two cohorts that can cast only one spell at a time. But otherwise it´s cool to have a ton of spells, even if you have to suffer through the earlier levels.
 

Give me an example of a Domain ability that you might lose if one goes Mystic Theurge. For the life of me I can't think of one. Usually the Domains I have looked into add a feat like the War domain with Weapon Focus feat. That wouldn't change I would think, would it?
 

First you need to be able to cast 2nd level arcane and 2nd level divine spells, so with a normal PC race with no special abilities (like dragons who cast spells as sorcerers) the earliest you can do that is level 6 with a Clr3/Wiz3.
Once you gain MT levels your spellcasting ability from both classes increases at a rate of 1 per 1 level in MT. For example a Clr3/Wiz3/MT3 will cast spells like a Clr6/Wiz6. You'll have access to level 3 Arcane and Divine spells.
You will still turn like a level 3 cleric. Your familiar will be that of a level 3 wizard. You can spontaneously ditch a prepared cleric spell for an appropriate cure spell, and you can still cast all Divine spells in Armor without risking spell failure. You cannot cast Arcane spells in Armor without spell failure however. BTW, it says exactly this on page 193 of the DMG.

The big drawback is that you'll be casting spells 3 levels lower than your companians. This (among other things) means that your spells will also find it harder to penetrate SR, deal/heal damage, and durations will be a little less.
There is a feat from the Complete Divine called Practiced Spellcaster that increases your effective caster level in one class by 4 (to a max of your HD). You could get this feat twice; once in Wizard and once in Cleric.

Finally there was a thread a little while back (started by me) about MT that you might find interesting. I can't search though...
 

Give me an example of a Domain ability that you might lose if one goes Mystic Theurge. For the life of me I can't think of one. Usually the Domains I have looked into add a feat like the War domain with Weapon Focus feat. That wouldn't change I would think, would it?
Death, Destruction, Magic, Protection, Strength, and Travel, off the top of my head.
 

You don´t lose the domain power, but level-dependant benefits stop growing. For example, the Strenght domain gives an enhancement bonus equal to your level; it would stop at +3.
 

Well there are some nice feats in Complete Divine that fixes the caster level. In the end you are looking at casting 7th lvl spells from 1 class and 9th lvl spells from another class. Planning is essential as the My Th requires planning to be played at its utmost (even little things like domain choices become huge as you probably wont be multiclassing to another PrC until the last 4 levels to 20) level 17-19 will hurt a bit as you wait for those 9th lvl spells.
 

On the plus side:
Clr3/mage4/theurge9/archmagus4

You have lots and lots of spell slots kicking about to dump into archmagic :)

(Im currently on this path, though with druid 3 instead of cleric 3)

Majere
 

Cleric(3)/Wizard(3)/MTheruge(10)/Heirophant(4) - take Spell Power with all four levels of Heirophant. Cast as a 13th level Wizard/21st level Cleric - prepare as a Wiz(13)/Cle(17). ^_^ Or replace the Heirophant levels with Archmage levels, and swap caster levels between Wizard and Cleric.

Or - and this one's a trip - Wiz(3)/Cle(3)/MThe(10)/Archmage(2)/Heirophant(2). Spellpower for both levels of Archmage, and the same for both levels of Heirophant. Cast spells a 17/17, prepare them as a 15th/15th. Eventually, push both Archmage and Hairophant to 5th level, still going the max for spellpower, and (at 26th level), have a caster level of 23/23, and prepare spells at 18th/18th levels.

I currently have (for the Exodus, so it's epic) a Cleric(3)/Wizard(3)/Mystic Theurge(9)/Geomancer(10). 8 of the GeoM levels went to Wizard casting, and 2 of them to Cleric casting; he casts as Wizard(20)/Cleric(14), and has Versatility IX ... letting him sling Wizard spells in full heavy armor, with no ASF%. ^_^ No clue yet if he's a winner, or just a speed bump, though.
 

I think the best follow-up for a 10th level mystic theurge would be the dweomerkeeper, from the complete divine web enhancement, if you happen to have the Magic domain (the other requirements are laughable) Gains full spellcasting, the ability to spontaneously cast chosen spells, arcane sight at will, the ability to cast spells as supernatural abilities (did I hear free true resurrections? No spell resistance?) a certain number of times/day, and at 10th level, improved metamagic.
 

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