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Secrets of theurgy
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<blockquote data-quote="HellHound" data-source="post: 1684029" data-attributes="member: 3397"><p>Going on about the book probably belongs in the publishers forum, where there is <a href="http://www.rpgnow.com/product_info.php?products_id=2978&" target="_blank">already a thread about it</a>.</p><p></p><p>However, here we go.</p><p></p><p><a href="http://www.rpgnow.com/product_info.php?products_id=3023&src=Hound" target="_blank">Secrets of Theurgy</a> is our shortest release to date. It started about a month ago as I was building the <em>Lord of Undeath</em> class for my 3.5 campaign - a necromancer class that requires both divine and arcane spellcasting ability (reminiscent in a way of the True Necromancer class from T&B, but not). This was for both my campaign and for the expanded version of Necromancer's Legacy (The Necromantic Legacy of Gar'Udok - expect it out in about 6 to 8 months). </p><p></p><p>But the class turned into a variant mystic theurge, and I realized there would be some SERIOUS balance issues if you allowed someone to take Mystic Theurge -AND- this class. The issue is of course that the primary balancing elements of the Mystic Theurge is the lousy starting power of the class, and the fact that the class only has 10 levels - and thus you can't get dual progression for more than those two levels. By adding additional theurge-like classes, you may allow a person to take two of them in sequence, thus increasing his maximum power and breaking the tenuous balance of either class.</p><p></p><p>So I decided to add a new ability to the mystic theurge and all other similar classes called Theurgy - which prevents this advancement because you can only gain the dual-casting advancement from one Theurgic class.</p><p></p><p>This of course made me create two more theurgic classes beyond the Lord of Undeath - the Theurgic Lorewarden (for the NPC druid / wizard elder in my campaign) and the Elemental Theurge. I then added a more powerful theurgic-based class that theurge can enter called the hierophant theurge. A few feats exclusively for those who blend arcane and divine magic, a few magic items that have arcane and divine spells in them (thus requiring a multi-classed crafter and multi-classed users), and suddenly we have a 15-page PDF.</p><p></p><p>All of which is being used in my campaign.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="HellHound, post: 1684029, member: 3397"] Going on about the book probably belongs in the publishers forum, where there is [url=http://www.rpgnow.com/product_info.php?products_id=2978&]already a thread about it[/url]. However, here we go. [url=http://www.rpgnow.com/product_info.php?products_id=3023&src=Hound]Secrets of Theurgy[/url] is our shortest release to date. It started about a month ago as I was building the [i]Lord of Undeath[/i] class for my 3.5 campaign - a necromancer class that requires both divine and arcane spellcasting ability (reminiscent in a way of the True Necromancer class from T&B, but not). This was for both my campaign and for the expanded version of Necromancer's Legacy (The Necromantic Legacy of Gar'Udok - expect it out in about 6 to 8 months). But the class turned into a variant mystic theurge, and I realized there would be some SERIOUS balance issues if you allowed someone to take Mystic Theurge -AND- this class. The issue is of course that the primary balancing elements of the Mystic Theurge is the lousy starting power of the class, and the fact that the class only has 10 levels - and thus you can't get dual progression for more than those two levels. By adding additional theurge-like classes, you may allow a person to take two of them in sequence, thus increasing his maximum power and breaking the tenuous balance of either class. So I decided to add a new ability to the mystic theurge and all other similar classes called Theurgy - which prevents this advancement because you can only gain the dual-casting advancement from one Theurgic class. This of course made me create two more theurgic classes beyond the Lord of Undeath - the Theurgic Lorewarden (for the NPC druid / wizard elder in my campaign) and the Elemental Theurge. I then added a more powerful theurgic-based class that theurge can enter called the hierophant theurge. A few feats exclusively for those who blend arcane and divine magic, a few magic items that have arcane and divine spells in them (thus requiring a multi-classed crafter and multi-classed users), and suddenly we have a 15-page PDF. All of which is being used in my campaign. :) [/QUOTE]
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