Great, you caught me in a typo. 17 Wisdom. Absurdly easy to get by 16th level for any character that was planned out as a Mystic Theurge and can buy or make a Periapt of Wisdom.[/.quote]
Actually, it's not
that easy. Eitehr it's costign you GP and anitem slot, or, you're spent someof your level-increase attribute improvemetns on Wisodm instead of Intelligence.
Which gives him 2 7th level spells, 3 6th level spells, 4 5th level spells, and 5 4th level spells (counting domain slots).
All at only caster level 13. I'm not exactly quaking in my boots.
As for domain abilities, last time I checked most of them weren't level dependent.
PHB domains:
- Air, Earth, Fire, Water, Plant -- turn [various]; inherently level-dependant.
- Death -- level-derived # of d6
- Magic -- level-dependant (and I admit, quite nifty for a
- Theurge ...).
- Protection -- save bonus is level-dependant
- Strength -- bonus is equal to cleric level
- Sun Domain -- better undead turning; inherently level dependant effect
- Travel -- duration per day is based on cleric level
I count 11, out of 22. Exatly HALF ... so, obviously, "most" domains are not, as you put it, independant of cleric level.
FRCS domains:
- Family -- duration is level-derived
- Mentalism -- effect islevel-dependant
- Moon -- turn lycanthropes; inherently level-dependant
- Ocean -- duration is based on cleric level
- Orc -- smite ability, damage is cleric level
- Scalykind, Slime, Spider -- rebuke/command [various]; inherently level-dependant.
Of the 33 (!!) new domains listed in the FR, I count 8 domains with level-dependant effects. So, if you include the FR domains, yes "most" domains are not level-dependant (and I believe at least some of these are making their way into the core rules in 3.5).
But if you restrict yourself to current core rules only, it's exactly 50/50.
And could we retire the whole tired "let's list what a Cleric 3/Wizard 7/MT 10 looses compared to a cleric, because the loss of turning ability is so emasculating" already?
It's not just turning of undead (though that is a part of it). It's also: the familiar; use of magic items like scrolls, wands, etc, and manufactue of same where caster levelis important; a couple bonus feats; SR penetration; Dispel Magic checks, including some counterspell issues; and, spreading one's attributes a BIT thin (a Cleric/Mage needs Int and Wis, and WANTS Cha, Con, and Dex ... that's 5 of the 6!).
The point isn't what he loses in his secondary class,[/b]
Of course. It's what he loses form BOTH classes.
it's how the things he gains (spellcasting ability of a 13th level character, better HP, better saves, wider skill list, ability to combine divine and arcane magic) compare to what he loses in his primary class. (a handful of 8th and 9th spells, 3 caster levels for spell penetration and dispelling, familiar advancement, some bonus metamagic feats).
MArginally better hp. Marginally better saves. Easily (for like-level foes) dispelled clerical buffs.
Now, I haven't been in any games in which a reduction in raw damage-dealing ability caused by losing 3 caster levels wouldn't have been outweighed by the amazing versatility of having the complete spellcasting abilities of a 13th level divine caster - so I think the PrC is overpowered.
*shrug* And I think you're completely off the mark, but as they say... opinions are like @$$holes: we all have one, and they all stink. *shrug*