fuindordm
Adventurer
Some of Lorien's priests devote themselves to the study of magic in all its forms, seeking enlightenment in the unification of arcane and divine traditions. These priests are known as theurgists, and command powerful magic from both schools. (Note: this class is intentionally
designed to be dependent on a deity of magic; Wee Jas or Mystra would do as well.)
Theurgists adventure as much as any other priest or mage, and for similar reasons. The answers to their questions are often not found in temple libraries, although tantalizing clues to long-lost documents may be. Like the loremaster, the theurgist values knowledge over all other rewards, but their research is more directed.
The theurgist's principle advantage is access to high level divine and arcane spells. Theurgists are essentially a specialization of the cleric class, representing a priestly character who has made a deep study of all forms of magic. When entering this prestige class, they get a third domain that may be filled with the arcane spells that they have researched. Cleric/wizard characters or druid/wizard characters will get the most benefit from this prestige class, since a high intelligence will enhance some of their special abilities.
Requirements
Feats: Any one metamagic feat, and any one item creation feat.
Skills: Knowledge: Arcana (8), Knowledge: Religion (8).
Spells: Ability to cast 3rd level divine and arcane spells.
Domain: Magic
Hit Die: 1d4
Skill Points: 4 + Int modifier
Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: all (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Speak Language, Use Magic Device (Cha)
Level Attack Fort Refl Will Special
1 +0 +0 +0 +2 Theurgy Domain
2 +1 +0 +0 +3 Epiphany 4
3 +1 +1 +1 +3 Unity
4 +2 +1 +1 +4 Epiphany 5
5 +2 +1 +1 +4 Enhanced Magic Domain
6 +3 +2 +2 +5 Epiphany 6
7 +3 +2 +2 +5 Unity
8 +4 +2 +2 +6 Epiphany 7
9 +4 +3 +3 +6 Arcane Mastery
10 +5 +3 +3 +7 Epiphany 8
11 +5 +3 +3 +7 Unity
12 +6/+1 +4 +4 +8 Epiphany 9
Class Features
Spellcasting: Every level, the theurgist gains +1 spellcasting level in their divine class only. Thus, a Wiz5/Clr5/Theurgist 10 has spells per day as a Wiz5/Clr15. The theurgist does not gain any other benefits other than improved spell levels, casting level, and spells per day. Scaling domain abilities, undead turning, and other such benefits do not improve by taking a theurgist level.
Note: a theurgist's "arcane tradition" refers to any arcane spellcasting class for which the character has access to third level spells. If the character for some reason has more than one qualifying arcane tradition, they may choose which class to apply the benefits to at each level.
Weapon and Armor Proficiency: none
Theurgy Domain: At first level the theurgist gets a third domain, which will eventually be filled with arcane spells of their choosing. At first level the theurgist may choose three previously unknown spells from their arcane tradition's spell list to fill the first three slots of this domain. These spells count as divine spells when cast, just as any other clerical domain spell. The theurgy domain does not have a granted power.
The theurgist must have a high enough intelligence (or charisma) to learn the spells in this domain as if they were arcane spells. For example, a sorcerer/cleric/theurgist with a charisma of 15 could only fill the slots in their theurgy domain with arcane spells up to 5th level. A successful spellcraft check must also be made to learn and add the desired spell, with a DC of 10+spell level. If the theurgist fails this check, they leave a domain slot unfilled and try to add the spell again at their next level.
Enhanced Magic Domain: The theurgist may cast any spell in the Magic domain spontaneously, as if it were a healing spell.
Epiphany: The theurgist, through extensive research, has learned to cast an arcane spell as if it were a divine spell. Choose a new spell from the character's arcane tradition of the indicated level or lower, and add it to the corresponding slot in the theurgy domain.
Unity: Choose a number of arcane spells that the character already knows equal to their Int bonus. They can now be cast at the character's divine caster level.
Arcane Mastery: The theurgist's understanding of magic has become so profound that they can cast arcane spells almost as easily as divine spells. While the number of spells available to the theurgist per day does not increase (except for this level's usual improvement to spellcasting), the character can now prepare up to one theurgy domain spell per level in a normal spell slot as well as a domain spell slot.
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Analysis: I don't want to compare this class to a Wiz10/Clr10, since there is almost universal agreement that such a character is much less effective than a Wiz20 or Clr20. Rather, I want to compare the end result of this class to a specialized spellcaster; I am looking for a cleric/wizard archetype that is competitive with but not superior to a 20th level Wizard, Cleric, Sorcerer, or Druid.
Of course, balancing prestige classes against wizards is always tricky because they lose so little. But I think this class stacks up well against the Clr15/Wiz5; less powerful overall,
but very flexible.
The reason this class can be effective where the Wiz10/Clr10 is not is simply that their key spells can reach a casting level of 15 rather than a casting level of 10.
I'd greatly appreciate any feedback and comments you all might have.
Thanks!
--Ben Mathiesen
designed to be dependent on a deity of magic; Wee Jas or Mystra would do as well.)
Theurgists adventure as much as any other priest or mage, and for similar reasons. The answers to their questions are often not found in temple libraries, although tantalizing clues to long-lost documents may be. Like the loremaster, the theurgist values knowledge over all other rewards, but their research is more directed.
The theurgist's principle advantage is access to high level divine and arcane spells. Theurgists are essentially a specialization of the cleric class, representing a priestly character who has made a deep study of all forms of magic. When entering this prestige class, they get a third domain that may be filled with the arcane spells that they have researched. Cleric/wizard characters or druid/wizard characters will get the most benefit from this prestige class, since a high intelligence will enhance some of their special abilities.
Requirements
Feats: Any one metamagic feat, and any one item creation feat.
Skills: Knowledge: Arcana (8), Knowledge: Religion (8).
Spells: Ability to cast 3rd level divine and arcane spells.
Domain: Magic
Hit Die: 1d4
Skill Points: 4 + Int modifier
Class Skills: Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge: all (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Speak Language, Use Magic Device (Cha)
Level Attack Fort Refl Will Special
1 +0 +0 +0 +2 Theurgy Domain
2 +1 +0 +0 +3 Epiphany 4
3 +1 +1 +1 +3 Unity
4 +2 +1 +1 +4 Epiphany 5
5 +2 +1 +1 +4 Enhanced Magic Domain
6 +3 +2 +2 +5 Epiphany 6
7 +3 +2 +2 +5 Unity
8 +4 +2 +2 +6 Epiphany 7
9 +4 +3 +3 +6 Arcane Mastery
10 +5 +3 +3 +7 Epiphany 8
11 +5 +3 +3 +7 Unity
12 +6/+1 +4 +4 +8 Epiphany 9
Class Features
Spellcasting: Every level, the theurgist gains +1 spellcasting level in their divine class only. Thus, a Wiz5/Clr5/Theurgist 10 has spells per day as a Wiz5/Clr15. The theurgist does not gain any other benefits other than improved spell levels, casting level, and spells per day. Scaling domain abilities, undead turning, and other such benefits do not improve by taking a theurgist level.
Note: a theurgist's "arcane tradition" refers to any arcane spellcasting class for which the character has access to third level spells. If the character for some reason has more than one qualifying arcane tradition, they may choose which class to apply the benefits to at each level.
Weapon and Armor Proficiency: none
Theurgy Domain: At first level the theurgist gets a third domain, which will eventually be filled with arcane spells of their choosing. At first level the theurgist may choose three previously unknown spells from their arcane tradition's spell list to fill the first three slots of this domain. These spells count as divine spells when cast, just as any other clerical domain spell. The theurgy domain does not have a granted power.
The theurgist must have a high enough intelligence (or charisma) to learn the spells in this domain as if they were arcane spells. For example, a sorcerer/cleric/theurgist with a charisma of 15 could only fill the slots in their theurgy domain with arcane spells up to 5th level. A successful spellcraft check must also be made to learn and add the desired spell, with a DC of 10+spell level. If the theurgist fails this check, they leave a domain slot unfilled and try to add the spell again at their next level.
Enhanced Magic Domain: The theurgist may cast any spell in the Magic domain spontaneously, as if it were a healing spell.
Epiphany: The theurgist, through extensive research, has learned to cast an arcane spell as if it were a divine spell. Choose a new spell from the character's arcane tradition of the indicated level or lower, and add it to the corresponding slot in the theurgy domain.
Unity: Choose a number of arcane spells that the character already knows equal to their Int bonus. They can now be cast at the character's divine caster level.
Arcane Mastery: The theurgist's understanding of magic has become so profound that they can cast arcane spells almost as easily as divine spells. While the number of spells available to the theurgist per day does not increase (except for this level's usual improvement to spellcasting), the character can now prepare up to one theurgy domain spell per level in a normal spell slot as well as a domain spell slot.
------------------------------------------------
Analysis: I don't want to compare this class to a Wiz10/Clr10, since there is almost universal agreement that such a character is much less effective than a Wiz20 or Clr20. Rather, I want to compare the end result of this class to a specialized spellcaster; I am looking for a cleric/wizard archetype that is competitive with but not superior to a 20th level Wizard, Cleric, Sorcerer, or Druid.
Of course, balancing prestige classes against wizards is always tricky because they lose so little. But I think this class stacks up well against the Clr15/Wiz5; less powerful overall,
but very flexible.
The reason this class can be effective where the Wiz10/Clr10 is not is simply that their key spells can reach a casting level of 15 rather than a casting level of 10.
I'd greatly appreciate any feedback and comments you all might have.
Thanks!
--Ben Mathiesen
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