Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mystic theurge vs pure wizard/cleric
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="nittanytbone" data-source="post: 2622982" data-attributes="member: 35709"><p>I've never played one but MTs seem to have some significant liabilities.</p><p></p><p>You basically throw away all your cleric benefits: High hit points get watered down by unimpressive MT hit dice, you lose out on at least a spell level, turn undead becomes relatively useless, and you're not going to making good use of armor.</p><p></p><p>Many of your wizard benefits also get lost, especially bonus feats and those higher spell levels. You also miss out on the open wizard class skill list; MTs are quite restricted in what skills they can use.</p><p></p><p>I think a better solution would be to be a cleric with one level of sorcerer or an arcane caster that front-loaded cleric.</p><p></p><p>Cleric with one level of sorcerer: Clerics and sorcerers both need good charisma, so sorcerer is a natural combination. If you pick your two spells carefully (flare, true strike. hold portal, and featherfall all require no somatic component, so you can use them in heavy armor) and rely on wands, staves, and scrolls, you should be able to gain a good degree of flexibility. Additionally, you can pick up a few ranks in bluff as a sorcerer which grants nice social synergies. Picking a domain such as "fire" can give you access to some of the flashier damage spells like burning hands.</p><p></p><p>Arcane with one level of cleric: If you front-load cleric, then you gain 4 extra hit points and access to a few different skills. You also pick up at least three spells a day and if you pick domains that are useful even if you have a low cleric level such as Luck and War then you're in business. The ability to wear armor can be useful, especially if you invest in mithril gear and accept a small chance of spell failure. Judicious use of spell-trigger items as before gives you a lot of flexibility.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 2622982, member: 35709"] I've never played one but MTs seem to have some significant liabilities. You basically throw away all your cleric benefits: High hit points get watered down by unimpressive MT hit dice, you lose out on at least a spell level, turn undead becomes relatively useless, and you're not going to making good use of armor. Many of your wizard benefits also get lost, especially bonus feats and those higher spell levels. You also miss out on the open wizard class skill list; MTs are quite restricted in what skills they can use. I think a better solution would be to be a cleric with one level of sorcerer or an arcane caster that front-loaded cleric. Cleric with one level of sorcerer: Clerics and sorcerers both need good charisma, so sorcerer is a natural combination. If you pick your two spells carefully (flare, true strike. hold portal, and featherfall all require no somatic component, so you can use them in heavy armor) and rely on wands, staves, and scrolls, you should be able to gain a good degree of flexibility. Additionally, you can pick up a few ranks in bluff as a sorcerer which grants nice social synergies. Picking a domain such as "fire" can give you access to some of the flashier damage spells like burning hands. Arcane with one level of cleric: If you front-load cleric, then you gain 4 extra hit points and access to a few different skills. You also pick up at least three spells a day and if you pick domains that are useful even if you have a low cleric level such as Luck and War then you're in business. The ability to wear armor can be useful, especially if you invest in mithril gear and accept a small chance of spell failure. Judicious use of spell-trigger items as before gives you a lot of flexibility. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Mystic theurge vs pure wizard/cleric
Top