EN Publishing - Secrets of Theurgy
Being a big fan of the Mystic Theurge (and having played one through all 10 levels of the class), I was definitely looking forward to this product. Considering the attention the Mystic Theurge prestige class received when it was introduced in the 3.5 DMG, there has been little material to supplement it.
Enter Secrets of Theurgy.
Secrets of Theurgy is a 16-page pdf from EN Publishing. It is written in a 2-column format and aside from a parchment-colored header and footer and red text for some titles and headings, it is predominately black and white.
Of its 16 pages, only 12 actually contain new content. The cover, table of contents, OGL license, and a reprint of the Mystic Theurge from the DMG takes up about 4 pages. While this is helpful from a reference standpoint, it still means that the pdf is not completely comprised of new material.
After the cover page and table of contents is a 1-page introduction. This introduction begins with a short history of the Mystic Theurge and the controversy that has followed it. The author does say, however, that "the general reaction has been that the class is incredibly overpowered". While this certainly was the case early in its life, I would argue that level heads have prevailed and the Mystic Theurge is now considered a balanced prestige class by many.
The introduction then continues with a discussion on the spellcasting requirements for the Mystic Theurge and a comparison to single-classed spellcasters. Overall, none of this information is new or ground-breaking.
From here, the author introduces a new concept called "Theurgy", or as the author calls it, a "limitation". Since Secrets of Theurgy introduce new prestige classes that also increase two spellcasting levels at a time, the Theurgy limitation prevents a character from taking levels in two classes with Theurgy. The author also recommends against allowing epic progression of the Mystic Theurge class.
Because of the introduction of additional dual-spellcaster prestige classes (and possible epic progressions), one could construct a character that takes more than 10 levels of prestige classes that grant two spellcasting levels at each level. One of the balancing factors of the mystic theurge is that it never receives the highest possible spell levels in both of its spellcasting progressions (Clr3/Wiz7/MT10 or Clr5/Wiz5/MT10, for example).
While I certainly agree with the author's intent, I find the mechanics slightly cumbersome. It would have been much simpler to state that a character can take no more than 10 levels of prestige class levels that grant increased spellcasting ability to two classes at each level. After that, they must choose one spellcasting class or the other to increase. Otherwise, a character could take 14 theurgist levels and end up with a character that would have the spellcasting ability of two 17th level characters (instead of a 17th and a 13th or 15th and 15th).
And although the author states in the introduction that any class with Theurgy "does not allow the character...to take any other class with the same class ability", this does not fold true in the Theurgy description of the prestige classes that follow.
After the discussion of Theurgy, the author offers his opinions on the balancing factors of the Mystic Theurge, specifically a future theurgist character's weak spellcasting at lower levels. The author goes so far as to say that characters beginning at higher levels should not be allowed to take levels of any theurgist class as part of a character "build". Unfortunately, the author offers no evidence or playtesting experience to support his opinion. While the casting at lower levels is certainly a limitation, it is not the only one. The fact that the Mystic Theurge will always be behind the casting progression of a single-classed caster is the primary limitation in my opinion. Also, how can the author speak for all campaigns and play styles by offering such a broad assessment of the Mystic Theurge? What if the DM and the other players are fine with a higher-level Mystic Theurge character build? What if other players don't share the author's opinion that the Mystic Theurge is overpowered? The author never offers any actual examples of a potential unbalancing situation that can occur if a higher-level Mystic Theurge is introduced into a campaign. I find the author's sentiments of the Mystic Theurge, especially when they are not partnered with any actual playtesting or in-game experience, somewhat irresponsible.
Paths of Theurgy
This section details 4 new prestige classes as well as a reprint of the Mystic Theurge with the Theurgy class limitation.
Mystic Theurge
The Mystic Theurge is unchanged except for the Theurgy ability. The Theurgy description states that additional spellcasting ability cannot be gained if the character has taken levels in another theurgist but may take another theurgist class to gain any special abilities of that class. So while additional spellcasting is not gained, this is a contradiction from the Theurgy description in the Introduction which stated that the character cannot take levels in any other class with Theurgy.
Elemental Theurge
As the name implies, the Elemental Theurge is a theurgic prestige class dealing with elemental magic. The most notable difference with the Elemental Theurge is that it doesn't grant increased spellcasting to two classes with each level. Instead, every odd level only one casting class level is granted (chosen by the player). This is an excellent mechanic for preserving the theurgic abilities while granting additional class abilities without being overpowered.
Although an elemental caster prestige class would seem well-suited to druids, the requirements as written do not allow druids to gain access to the Elemental Theurge. A character must be able to cast 2nd level arcane and divine spells, 3 of each must have the elemental descriptor, and have one of the cleric elemental domains in order to access this class.
Because of the domain requirement, the author offers an optional rule for druids. The author states that, "in many campaigns", druids are granted one clerical domains from the following list: Animal, Earth, Fire, Plant, and Water. To be honest, I've never heard of this house rule and I seriously question the wisdom of granting the druid any additional powers as one could argue that they are one of the more powerful core classes already.
I find the domain and spellcasting requirements superfluous. Using the core spells only, a cleric would have to have an elemental domain to meet the spell requirement. Removing the domain requirement completely, or merely stating that a cleric wishing to gain access to the class must have one of the elemental domains, would allow druids to access the class (since they have many elemental spells) without the need for additional house rules.
The class skills list is similar to the mystic theurge although I wonder why Knowledge (the planes) was excluded from the list.
The Elemental Theurge gains the ability to summon a Small elemental familiar. The requirements of the prestige class state that the character must have a familiar. However, at 1st level the character is required to dismiss the familiar which is replaced by the elemental. Since it must be dismissed anyway, why require the character to have one in the first place? I would replace this with the ability to gain a familiar and then offer the character the option of gaining an elemental familiar, not forcing them to dismiss their current one. What if the player wants to keep their existing familiar?
The main ability of the Elemental Theurge allows them to memorize their cleric domain spells as arcane spells. Each level of the class allows the character to swap a higher level spell in such a manner. Since this is the main "attraction" of the Elemental Theurge and the fact that druids don't have domains witout using a house rule, I find this to be a substantial design limitation. Other abilities of the Elemental Theurge include the stacking of levels for elemental turning, elemental focus (+1 DC), and the ability to cast elemental swarm 1/day.
Lord of Undeath
The Lord of Undeath is a necromantic prestige class that deals with increased ability to animate and control undead. The Lord of Undeath requires the character to be able to cast animate dead as an arcane or divine spell and rebuke or control undead. Lords of Undeath will primarily be cleric/wizards. Since animate dead is a 3rl level cleric spell and a 4th level arcane spell, the Lord of Undeath has steeper requirements than the Mystic Theurge and Elemental Theurge. The earliest a character could enter the Lord of Undeath prestige class is level 9 (cleric 5/wizard 3). Three levels of the Lord of Undeath class do not grant dual-spellcasting ability.
Levels of the Lord of Undeath stack with respect to rebuking and controlling undead. The Lord of Undeath also combines all of his spellcaster levels in order to determine the number of undead HD he can control and the effects of any necromantic spell he casts. The amount of HD he can control from the animate deadspell also increase dramatically, increasing to 6 HD per caster level. The pinnacle of the Lord of Undeath prestige class grants the character the ability to transform into a lich or mummy lord with no risk of failure.
I really like the Lord of Undeath, although it is probably best suited for an NPC. The Lord of Undeath evokes the image of an army of undead and the mechanics are successful in allowing a DM to do just that.
Theurgic Lorewarden
The Theurgic Lorewarden is a combination of the Mystic Theurge and Loremaster prestige classes. The requirements are similar to both prestige classes but require the ability to cast 3rd level spells, therefore eliminating the possibility of gaining access to the class before 9th level. Three levels of the Theurgic Lorewarden class do not grant dual-spellcasting ability.
The Theurgic Lorewarden grants the bardic lore ability just like the Loremaster class as well as 5 secrets over the course of its 10 levels. While some of the secrets are the same as the Loremaster, most are different. There are also 12 to choose from instead of 10 for the Loremaster. Some of the new secrets include increased turning ability and access to an additional clerical domain.
I like the Loremaster a lot and the Theurgic Lorewarden is my favorite of the new prestige classes. It retains the flavor of the original Loremaster while offering some new secrets and combined spellcasting. Even with the additional abilities and secrets, it is a well-balanced class.
Hierophant Theurge
The Hierophant Theurge is similar to the Hierophant prestige class in the DMG in that it doesn't offer increased casting ability. Each level offers the character various abilities that they may choose from. The ability to cast 7th level arcane and divine spells is required to enter this class.
The Hierophant Theurge gains 3 abilities over the course of its 5 levels. It also gains 2 Theurgic feats (detailed in the next section) and the levels of the prestige class stack with levels of all spellcasting classes for determining spell efect.
Some of the Hierophant Theurge abilities are unique in that the power gained depends on at what level the ability was taken. The bonus granted is doubled or tripled if it is the second or third ability chosen. For example, three of the abilities grant bonuses to ability scores (Int, Wis, and Cha). If it is the first ability taken, a +1 bonus is gained. If it is the second ability taken, this bonus os +2, and so on. Other abilities include increased spell DC's, additional clerical domains, and increased turning ability.
The Hierophant Theurge is a unique class that provides an alternative for those characters that have completed the 10 levels of the Mystic Theurge class. While the abilities gained are powerful, this is offset by the lack of increased spellcaster levels.
Theurgic Feats
Theurgic feats are feats that "intertwine the powers of arcane and divine magic". In order to select one of these feats, the character must have levels in a class with the "Theurgy" special ability. 7 new feats are presented in this section.
Improved Metamagic allows the character to lower the cost of adding a metamagic feat to a spell 3 times/day.
Many Sources of Power allows a character to use spell slots from another spellcasting class to prepare spells.
Planar Ward allows a character to turn outsiders as a cleric.
Profane/Sacred Arcana are metamagic feats that add additional profane or holy damage to spells.
Spellcasting Might allows the theurge to add his primary spellcasting attribute to one spellcasting progression for caster level checks.
Tap All-Magic grants Use Magic Device as a class skill.
Overall, all the feats are good. The notable standouts are Planar Ward (which provides a much needed mechanic for the turning of outsiders), Improved Metamagic (a powerful and useful ability but balanced because of a finite number of uses per day), and Spellcasting Might (overcoming spell resistance is extremely difficult for Mystic Theurges).
Theurgic Magic Items
This section includes a short description of theurgic scrolls and 8 new staffs. Theurgic scrolls are scrolls that have both arcane and divine spells on them. A new random scroll generation table with a Theurgic scroll type is included.
As expected, theurgic staffs hold both arcane and divine spells. Although a theurgic character is not required to use these staffs, it would be interested in to introduce one of these in a group without a theurgic spellcaster. A wizard or cleric would only be able to use certain powers of the staff. While there are various elemental staffs, some are more unique. I really like the Staff of Sancutary and the Staff of Strength. The Staff of Sanctuary includes spells such as Heroes' Feast, Hold Portal, and Sanctuary, among others, while the Staff of Strength holds Mass Bull's Strength and Bear's Endurance, Righteous Might, and Rage. Definitely a unique staff for a theurgic character.
Conclusion
Aside from the introduction and some questionable and inconsistent mechanics, this is a good product with many new ideas for theurgic characters. Honestly, I could have done without the introduction altogether. The introduction includes too much of the author's own opinions and takes away from the quality of the material that follows. After reading the intro, my expectations for the remainder of the product were lowered. This is too bad because the actual material is quite good.
Other than the Elemental Theurge, I really liked the new prestige classes. Although they each offered a theurgic variant on an existing prestige class or archetype, they each did so well while maintaining the delicate balance the Mystic Theurge must adhere to. With some tweaks, the Elemental Theurge could certainly work but I also felt its abilities were the least attractive of the bunch. When reading a new product, I usually ask myself "Would I use this as a player or DM?" The new feats and magic items both passed this test.
If you like the Mystic Theurge prestige class or perhaps are looking for some less "mechanical" or dry theurgic classes, you can't go wrong with Secrets of Theurgy. The only recommendation I would make is to bypass the intro and start on page 3.
This is a quality product and I would rate it a solid 3.5. Unfortunately, it's not quite up to a rating of 4 so I have to round it down to a 3. Regardless of its rating, you can't go wrong with picking this product up for a couple of dollars.