The Alt. Mystic Theurge Thread

I like the no advance at 4th and 8th levels, but I hate not having any real benefit from a level.

I'd say,

1) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level
2) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level
3) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level
4) +1 Arcane or Divine Spellcaster Level *
5) +1 Arcane or Divine Spellcaster Level *
6) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level
7) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level
8) +1 Arcane or Divine Spellcaster Level *
9) +1 Arcane or Divine Spellcaster Level *
10) +1 Arcane Spellcaster Level / +1 Divine Spellcaster Level

* If you chose to increase Arcane at level 4 or 8, you must choose Divine at 5 or 9, respectively. Likewise, if you chose to increase Divine at level 4 or 8, you must choose Arcane at 5 or 9, respectively.

I'm also making them specifically part of the Church of Boccob. Debating on Wee Jas or Vecna.
 

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I just don't like the whole parallel advancement thing in two separate classes - its a flavour issue rather than a balance one for me. I feel there should be more blurring of the arcane/divine divide. I'd suggest some feats - either as stand alones, or as precursors to the PrC. Off the top of my head, something like this:

Spell Synergy [General]

You have developed the ability to reconcile certain aspects of different magics into a more coherent whole.

Prerequisites: ability to cast spells from two or more different class lists.

Benefits: when determining the effective caster level of your spells from a given class list, add one half of your caster level (rounded down) in your other spellcasting class(es) to a maximum total of +5.

Special: this feat may be taken as a wizard bonus feat.



Arcane Theurgy [General]

Prerequisites: ability to cast spells from the cleric and wizard lists, Spell Synergy.

Benefits: choose a number of divine spells that you can cast equal to your wisdom modifier. You may prepare these spells as arcane spells of an equivalent level. You must meet the normal requirements in time and cost for scribing these spells into your spellbook. Only other characters with the Arcane Theurgy feat can understand spells so transcribed.

Special: This feat may be taken multiple times etc. etc.. Arcane Theurgy may be taken as a wizard bonus feat.



Divine Theurgy [General]

Prerequisites: ability to cast spells from the cleric and wizard lists, Spell Synergy.

Benefits: choose a number of arcane spells within your repertoire equal to your intelligence modifier. You may prepare these spells as divine spells in domain spell slots of an equivalent level.

Special: This feat may be taken multiple times etc. etc.. Divine Theurgy may be taken as a wizard bonus feat.


Divine Arcanism [General]

Prerequisites: ability to cast spells from the cleric and wizard lists, Spell Synergy, Arcane Theurgy, Divine Theurgy.

Benefits: if any spells within your arcane repertoire also appear as spells of a lower level on the cleric spell list, you may prepare the arcane spell as if it were of a level equivalent to its divine counterpart. For example, animate dead is normally a 5th level wizard spell: with Divine Arcanism it can be prepared as a 3rd level spell.


Of course, I could be way off whack with these. I'm not very good at designing feats.
 

I used this class in my 3e game about four months ago. It was drastically underpowered compared to the pure Cleric, and hardly better than the wizard/monk. Probably the requirements are too heavy, but the character we made it up for fit them all anyway so I didn't worry too hard about it. We thought up cool names for the abilities below, but I'm working from memory so I've forgotten them.

Requires: 3rd level divine spells, access to the Magic domain, 2nd level arcane spells, knowledge of at least six divinations, 10 ranks Knowledge: Arcana, 10 ranks Knowledge: Religion, at least five other knowledge skills with at least twenty ranks between them.

BAB: As Wizard
Hit Dice: d6
Saves: WILL
Skill points: 4/level, of which at least three per level must be spent on Knowledge skills. Had essentially the Wizard skill list plus Decipher Script.Spellcaster Progression: +1 divine and +1 arcane per level.

1st level: Granted power to cast Identify without the material component.
3rd level: +2 sacred bonus to all Knowledge checks
5th level: Granted power to make most Knowledge checks untrained.
6th level: Ability to cast Commune once per week without the xp cost.
8th level: +10 sacred bonus to all Knowledge checks.
10th level: Granted power: variant Legend Lore 1/week that takes much less time and grants slightly more information.
 



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