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The Mystic Theurge, in feat form.
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<blockquote data-quote="comrade raoul" data-source="post: 3069148" data-attributes="member: 554"><p>You both are right about caster level. Here's a revised version. (I've also clarified that this still retains a minimum ability score requirement for divine spells, which was what I intended but wasn't clear in the original post.) It uses arcane caster levels, too, which doesn't really change when characters can get the feat (no earlier than 6th level, unless you house-rule it to be a bonus feat for some class or other), but preserves a nicer parallel.</p><p></p><p><strong>Theurgy [General]</strong></p><p><strong>Prerequisites:</strong> Arcane caster level 2nd, divine caster level 2nd.</p><p><strong>Benefit:</strong> Select a divine spellcasting class for which your caster level is at least 2nd. When determining which arcane spells you prepare (if you prepare spells) or which ones you know (if you cast spells spontaneously), you can also prepare or learn any divine spells on the list of the class you chose. The level of the spell does not change; thus, to learn a 5th-level divine spell, you must have a 5th-level arcane spell slot available. You still cast the divine spells as divine spells, even though you have prepared them in slots normally reserved for arcane spells. You use the same ability score for casting divine spells as your divine spellcasting class--thus, a wizard who intends to prepare a 5th-level cleric spell needs a Wisdom of at least 15, and bases the save DC of his spells on his Wisdom modifier.</p><p></p><p>The reason the feat is based on arcane casters, rather than divine casters, is that the (core) arcane casters have fewer class abilities than their divine counterparts. (Bards are an exception, but they get less benefit from this feat, since they cast lower-level spells.) So, as written, this would be a pretty good deal for clerics (they'd lose out on armor, but they'd be able to cast lots of arcane spells while retaining their turning abilities and comparatively solid hitpoints, saving throws, and BAB) and absolutely awesome for druids. The mystic theurge is instructive here: theurges have the BAB, hitpoints, and saves of wizards and sorcerers. You'd need a much more restrictive version of theurgy for divine spells, although it might be possible to design one. (Maybe you'd require the ability to cast at least 2nd level arcane spells, and require that divine casters prepare and cast arcane spells as though they were one level higher than they actually are.)</p><p></p><p>Another thing to note is that once a character takes Theurgy, she doesn't really become a <em>primarily</em> arcane or divine caster. Sure, her levels are in wizard or sorcerer, but she can learn or prepare as many divine spells as she likes--she might even have higher Wisdom than Intelligence or Charisma, and think of herself as a principally divine caster who retains the use of her favorite arcane spells.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 3069148, member: 554"] You both are right about caster level. Here's a revised version. (I've also clarified that this still retains a minimum ability score requirement for divine spells, which was what I intended but wasn't clear in the original post.) It uses arcane caster levels, too, which doesn't really change when characters can get the feat (no earlier than 6th level, unless you house-rule it to be a bonus feat for some class or other), but preserves a nicer parallel. [b]Theurgy [General][/b] [b]Prerequisites:[/b] Arcane caster level 2nd, divine caster level 2nd. [b]Benefit:[/b] Select a divine spellcasting class for which your caster level is at least 2nd. When determining which arcane spells you prepare (if you prepare spells) or which ones you know (if you cast spells spontaneously), you can also prepare or learn any divine spells on the list of the class you chose. The level of the spell does not change; thus, to learn a 5th-level divine spell, you must have a 5th-level arcane spell slot available. You still cast the divine spells as divine spells, even though you have prepared them in slots normally reserved for arcane spells. You use the same ability score for casting divine spells as your divine spellcasting class--thus, a wizard who intends to prepare a 5th-level cleric spell needs a Wisdom of at least 15, and bases the save DC of his spells on his Wisdom modifier. The reason the feat is based on arcane casters, rather than divine casters, is that the (core) arcane casters have fewer class abilities than their divine counterparts. (Bards are an exception, but they get less benefit from this feat, since they cast lower-level spells.) So, as written, this would be a pretty good deal for clerics (they'd lose out on armor, but they'd be able to cast lots of arcane spells while retaining their turning abilities and comparatively solid hitpoints, saving throws, and BAB) and absolutely awesome for druids. The mystic theurge is instructive here: theurges have the BAB, hitpoints, and saves of wizards and sorcerers. You'd need a much more restrictive version of theurgy for divine spells, although it might be possible to design one. (Maybe you'd require the ability to cast at least 2nd level arcane spells, and require that divine casters prepare and cast arcane spells as though they were one level higher than they actually are.) Another thing to note is that once a character takes Theurgy, she doesn't really become a [i]primarily[/i] arcane or divine caster. Sure, her levels are in wizard or sorcerer, but she can learn or prepare as many divine spells as she likes--she might even have higher Wisdom than Intelligence or Charisma, and think of herself as a principally divine caster who retains the use of her favorite arcane spells. [/QUOTE]
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