Ok, this Prestige Class has garnered more attention than any I've seen, which means that it probably should be "fixed." After reviewing several alternate spell progressions and coming up with some ways to add some flavor to this class, I present to you my version of the Mystic Theurge. Comments are always appreciated!
Note: As I'm a big Forgotten Realms fan, I'm going to use Azuth, the Lord of Spells, for the particular church that the Theurge belongs to. Please feel free to substitute in the god of magic for your world wherever such references are made.
The Mystic Theurge - Ray Silver-style
The Mystic Theurge is living proof of the will of the Lord of Spells. Many have tried to combine the knowledge of the arcane with the blessings of the divine, but most have found they can only progress so far in each path, and that their divided attention limits their progress in both. The Mystic Theurge, through diligent study of both paths, and experimentation into the workings of magic, is able to progress much farther than any other.
Such great power comes at a price. Those who have given their lives up to magic of both divine and arcane are considered touched by Azuth. He pays special attention to them, as they are considered to be blessed by Him. Mystic Theurges are prone to debilitating visions directly from Azuth of tasks they must undertake for the Lord of Spells. No Theurge dares not act on these visions, for they find their magic slipping from their grasp if they hesitate.
Mystic Theurges are so steeped in magic that it begins to have a profound effect on their health and well-being. Their bodies become fueled by their magic, and casting too many spells too quickly can leave the Theurge exhausted, wounded, or both.
Most Mystic Theurges are wizard/clerics, as the more independent-minded sorcerers infrequently give themselves to the church as a priest.
Hit Die: d4.
Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Feats: Skill Focus: Knowledge (arcana), Skill Focus: Knowledge (religion), any two metamagic feats.
Spells: Able to cast 3rd-level divine spells and 3rd-level arcane spells.
Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Lvl...BAB...Fort...Ref...Will...Spells per Day
1st...+0....+0....+0....+2...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class, Visions of the Divine, Blood of the Arcane
2nd...+1...+0....+0....+3...+1 level of existing arcane spellcasting class
3rd...+1...+1....+1....+3...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4th...+2...+1....+1....+4...+1 level of existing divine spellcasting class
5th...+2...+1....+1....+4...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 6th...+3...+2....+2....+5...+1 level of existing arcane spellcasting class
7th...+3...+2....+2....+5...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8th...+4...+2....+2....+6...+1 level of existing divine spellcasting class
9th...+4...+3....+3....+6...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10th..+5..+3....+3....+7...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
Class Features
All of the following are features of the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained at levels 1, 3, 5, 7, 9, and 10, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class or more than one divine spellcasting class before she became a mystic theurge, she must decide to which class she adds each level of mystic theurge for the purpose of determining spells per day.
At levels 4 and 8, the mystic theurge only gains a level of divine casting, at and levels 2 and 6, she only gains a level of arcane casting. She does not gain any additional abilities from that class (increased chance of turning or familiar abilities, etc).
Visions of the Divine: The Mystic Theurge is subject to visions directly from Azuth. While the Theurge is steeped in magic, such direct thoughts from a god are overwhelming and usually painful. When a Theurge is struck by a vision, he is stunned for 1d4 rounds, then suffers a -2 to Dex and Str for 3d4 minutes. These visions are of tasks that the Theurge must complete or tell others so that they may be acted upon. The Theurge cannot induce a vision (though she could cast divination spells to help clarify a vision).
Failure to act upon a vision within an appropriate time frame will result in the Theurge losing access to her highest level spells in both her arcane and divine levels for one day. Examples of visions could be anything from bandits attacking a petitioner to the temple as he makes his way home (requiring the Theurge to act within hours), or that an enemy is about to cast a harmful spell at his comrades (requiring the Theurge to act within seconds).
The visions (and penalties) are up to the DM. A Theurge typically gets a vision at least every week, and often get nervous if they do not have one, seeing that as a sign that they did not accomplish their latest task to Azuth's satisfaction.
Blood of the Arcane: A Mystic Theurge's body is entirely soaked through with magical power. Their very health depends upon their magic. Loosing too much of it into the world at once can cause a Theurge to become tired, wounded, or worse. If a Theurge casts more than 5 spells (of any type) in a row, he must make a Fort save against DC 20 or be fatigued. Every five spells cast, he must make the same Fort save. If he is already fatigued, he becomes exhausted, if he is exhausted, he starts taking 2d4 damage for every failed role, or 1d4 on a made role.
Note: As I'm a big Forgotten Realms fan, I'm going to use Azuth, the Lord of Spells, for the particular church that the Theurge belongs to. Please feel free to substitute in the god of magic for your world wherever such references are made.
The Mystic Theurge - Ray Silver-style
The Mystic Theurge is living proof of the will of the Lord of Spells. Many have tried to combine the knowledge of the arcane with the blessings of the divine, but most have found they can only progress so far in each path, and that their divided attention limits their progress in both. The Mystic Theurge, through diligent study of both paths, and experimentation into the workings of magic, is able to progress much farther than any other.
Such great power comes at a price. Those who have given their lives up to magic of both divine and arcane are considered touched by Azuth. He pays special attention to them, as they are considered to be blessed by Him. Mystic Theurges are prone to debilitating visions directly from Azuth of tasks they must undertake for the Lord of Spells. No Theurge dares not act on these visions, for they find their magic slipping from their grasp if they hesitate.
Mystic Theurges are so steeped in magic that it begins to have a profound effect on their health and well-being. Their bodies become fueled by their magic, and casting too many spells too quickly can leave the Theurge exhausted, wounded, or both.
Most Mystic Theurges are wizard/clerics, as the more independent-minded sorcerers infrequently give themselves to the church as a priest.
Hit Die: d4.
Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 10 ranks, Knowledge (religion) 10 ranks.
Feats: Skill Focus: Knowledge (arcana), Skill Focus: Knowledge (religion), any two metamagic feats.
Spells: Able to cast 3rd-level divine spells and 3rd-level arcane spells.
Class Skills
The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Lvl...BAB...Fort...Ref...Will...Spells per Day
1st...+0....+0....+0....+2...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class, Visions of the Divine, Blood of the Arcane
2nd...+1...+0....+0....+3...+1 level of existing arcane spellcasting class
3rd...+1...+1....+1....+3...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
4th...+2...+1....+1....+4...+1 level of existing divine spellcasting class
5th...+2...+1....+1....+4...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class 6th...+3...+2....+2....+5...+1 level of existing arcane spellcasting class
7th...+3...+2....+2....+5...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
8th...+4...+2....+2....+6...+1 level of existing divine spellcasting class
9th...+4...+3....+3....+6...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
10th..+5..+3....+3....+7...+1 level of existing arcane spellcasting class/+1 level of existing divine spellcasting class
Class Features
All of the following are features of the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained at levels 1, 3, 5, 7, 9, and 10, the character gains new spells per day as if she had also gained a level in any one arcane spellcasting class she belonged to before she added the prestige class and any one divine spellcasting class she belonged to previously. She does not, however, gain any other benefit a character that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on). This essentially means that she adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class or more than one divine spellcasting class before she became a mystic theurge, she must decide to which class she adds each level of mystic theurge for the purpose of determining spells per day.
At levels 4 and 8, the mystic theurge only gains a level of divine casting, at and levels 2 and 6, she only gains a level of arcane casting. She does not gain any additional abilities from that class (increased chance of turning or familiar abilities, etc).
Visions of the Divine: The Mystic Theurge is subject to visions directly from Azuth. While the Theurge is steeped in magic, such direct thoughts from a god are overwhelming and usually painful. When a Theurge is struck by a vision, he is stunned for 1d4 rounds, then suffers a -2 to Dex and Str for 3d4 minutes. These visions are of tasks that the Theurge must complete or tell others so that they may be acted upon. The Theurge cannot induce a vision (though she could cast divination spells to help clarify a vision).
Failure to act upon a vision within an appropriate time frame will result in the Theurge losing access to her highest level spells in both her arcane and divine levels for one day. Examples of visions could be anything from bandits attacking a petitioner to the temple as he makes his way home (requiring the Theurge to act within hours), or that an enemy is about to cast a harmful spell at his comrades (requiring the Theurge to act within seconds).
The visions (and penalties) are up to the DM. A Theurge typically gets a vision at least every week, and often get nervous if they do not have one, seeing that as a sign that they did not accomplish their latest task to Azuth's satisfaction.
Blood of the Arcane: A Mystic Theurge's body is entirely soaked through with magical power. Their very health depends upon their magic. Loosing too much of it into the world at once can cause a Theurge to become tired, wounded, or worse. If a Theurge casts more than 5 spells (of any type) in a row, he must make a Fort save against DC 20 or be fatigued. Every five spells cast, he must make the same Fort save. If he is already fatigued, he becomes exhausted, if he is exhausted, he starts taking 2d4 damage for every failed role, or 1d4 on a made role.