DragoonWraith
2010-08-13, 12:39 PM
A practitioner of both faith and magic, the Mystic Theurge has both Arcane and Divine spells to call upon.
Hit Die
d4.
Class Skills
The class skills (and key ability modifier for each) of the Mystic Theurge are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (each skill taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level
At 1st level: (2 + Int modifier) ×4.
Each level thereafter: 2 + Int modifier.
{table=head]Level | BAB| Fort | Ref | Will | Special | Aura Level
1st | +0 | +2 | +0 | +2 | Domain, Lore, Mystic Aura, Scribe Scroll, Spontaneous Arcana (0th), Summon Aligned Familiar | 1st
2nd | +1 | +3 | +0 | +3 | Auric Missile, Spontaneous Arcana (1st) | 1st
3rd | +1 | +3 | +1 | +3 | Arcane Aura (1/day) | 1st
4th | +2 | +4 | +1 | +4 | Spontaneous Arcana (2nd) | 2nd
5th | +2 | +4 | +1 | +4 | Arcane Aura (2/day) | 2nd
6th | +3 | +5 | +2 | +5 | Spell Synthesis (1/encounter) | 2nd
7th | +3 | +5 | +2 | +5 | Spontaneous Arcana (3rd) | 3rd
8th | +4 | +6 | +2 | +6 | Arcane Aura (3/day) | 3rd
9th | +4 | +6 | +3 | +6 | Spontaneous Arcana (4th) | 4th
10th | +5 | +7 | +3 | +7 | Arcane Aura (4/day) | 4th
11th | +5 | +7 | +3 | +7 | Spell Synthesis (2/encounter) | 4th
12th | +6/+1 | +8 | +4 | +8 | Spontaneous Arcana (5th) | 5th
13th | +6/+1 | +8 | +4 | +8 | Arcane Aura (5/day) | 5th
14th | +7/+2 | +9 | +4 | +9 | Spontaneous Arcana (6th) | 6th
15th | +7/+2 | +9 | +5 | +9 | Arcane Aura (6/day) | 6th
16th | +8/+3 | +10 | +5 | +10 | Spontaneous Arcana (7th) | 7th
17th | +8/+3 | +10 | +5 | +10 | Arcane Aura (7/day) | 7th
18th | +9/+4 | +11 | +6 | +11 | Spell Synthesis (3/encounter) | 7th
19th | +9/+4 | +11 | +6 | +11 | Spontaneous Arcana (8th) | 8th
20th | +10/+5 | +12 | +6 | +12 | Arcane Aura (8/day), Spontaneous Divinity | 8th[/table]
Armor and Weapon Proficiencies
The Mystic Theurge is proficient in simple weapons, but in no form of armor. Wearing armor may interfere with the casting of his Arcane Spells if they have Somatic components (most do).
Spellcasting
A Mystic Theurge casts spells, both Arcane and Divine. His Arcane spells are drawn from the Sorcerer/Wizard spell list, while his Divine spells are drawn from the Cleric spell list. His Divine spells must be prepared ahead of time, like a Cleric must, while his Arcane spells he may cast without preparation, as a Sorcerer might. To learn or cast a Divine spell, his Wisdom score must be at least 10 + the spell's level. To learn or cast an Arcane spell, his Intelligence score must be at least 10 + the spell's level. No matter the sort of spell he casts, the saving throw DC for his spells is always calculated as 10 + the spell's level + the higher of his Wisdom and Intelligence modifiers.
A Mystic Theurge regains spell slots at the same time each day: the time which is devoted to his deity, during which he prays for Divine spells. However, any previously used spell slots are not usable immediately; he must prepare himself for spellcasting. For Arcane spells, this requires 15 minutes of quiet meditation, which can only happen after a full night's rest. For Divine spells, this requires 45 minutes of prayer, but can be done even if the Mystic Theurge has not rested. If the Mystic Theurge has uncast prepared Divine spells, or uncast, unprepared spell slots, these may be retained in their current state, changed to new Divine spells during prayer, or changed to Arcane spell slots during meditation.
During meditation, any spell slots not used to prepare Divine spells may be made available for Arcane spell casting, able to be spontaneously cast as any Arcane spell the Mystic Theurge knows (see below for Arcane spells known).
During prayer, any available spell slots (even those otherwise ready for Arcane spells) may be devoted to preparing any spells from the Cleric list that the Mystic Theurge's deity can grant (see below for alignment restrictions on Divine spells). The Mystic Theurge also gains one spell of each level as determined by his Domain (see below).
Like a Cleric, a Mystic Theurge cannot prepare Divine spells opposed to his or his deity's alignment, but he may learn and cast Arcane spells that are opposed in this manner. Like a Sorcerer, his Arcane spells that have Somatic components are subject to the Arcane Spell Failure of any armor he is wearing, but his Divine spells are not restricted in this way.
Like other spellcasters, the Mystic Theurge can only cast a certain number of spells of each spell level per day. His daily allotment of spell slots is listed in the table below.
In addition, he may gain bonus spell slots for having a high Wisdom or Intelligence score, but he only gets the bonus spell slots for the higher of the two. If his bonus spell slots are from a high Wisdom score, his bonus spell slots must be used to prepare Divine spells; they cannot be used to cast Arcane spells. Alternatively, spell slots from a high Intelligence score must be used to cast Arcane spells, and cannot be used to prepare Divine spells.
As an exception, if his lower score is also high enough to receive bonus spell slots of a given level, though he does not get additional bonus spells for it, he may use a number of his bonus spell slots equal to the bonus spells he would get from the lower score for the lower score's type of spell.
For instance, a Mystic Theurge with 20 Wisdom and 14 Intelligence is entitled to 2 bonus 1st level spells, thanks to the 20 Wisdom. Because Wisdom is used for Divine spells, these 2 slots would normally be reserved for Divine spells, but his 14 Intelligence would also grant 1 bonus 1st level spell - though he does not get a third bonus spell, he may use one of his two bonus spells as an Arcane spell slot.
Spells per Day
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 4 | 1+1 | — | — | — | — | — | — | — | —
2nd | 5 | 2+1 | — | — | — | — | — | — | — | —
3rd | 5 | 2+1 | — | — | — | — | — | — | — | —
4th | 5 | 3+1 | 1+1 | — | — | — | — | — | — | —
5th | 5 | 3+1 | 2+1 | — | — | — | — | — | — | —
6th | 5 | 3+1 | 2+1 | — | — | — | — | — | — | —
7th | 5 | 3+1 | 3+1 | 1+1 | — | — | — | — | — | —
8th | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | —
9th | 5 | 3+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | —
10th | 5 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | —
11th | 5 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | —
12th | 6 | 3+1 | 3+1 | 3+1 | 3+1 | 1+1 | — | — | — | —
13th | 6 | 4+1 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | —
14th | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | 1+1 | — | — | —
15th | 6 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | —
16th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | —
17th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | — | —
18th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | — | —
19th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 1+1 | —
20th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | +1*[/table]
* While a Mystic Theurge does not gain any ordinary 9th level spell slots, a 20th level Mystic Theurge does gain the 9th level spell associated with their Domain (see below) each day while praying. Because they do not have any ordinary 9th level spell slots, they do not receive bonus 9th level spell slots, nor can they cast any other 9th level spells, Arcane or Divine.
While the Mystic Theurge may pray each day for any spells his deity can grant him, like a Cleric, the Mystic Theurge's selection of Arcane spells is limited only to those he has personally memorized, like a Sorcerer. The number of Arcane spells of each level that he knows is listed below, in the table. The Mystic Theurge also gains each spell from his chosen Domain (see below) as a bonus Arcane spell known.
Arcane Spells Known
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th
1st | 3 | 2+1 | — | — | — | — | — | — | —
2nd | 3 | 3+1 | — | — | — | — | — | — | —
3rd | 4 | 4+1 | — | — | — | — | — | — | —
4th | 4 | 4+1 | 2+1 | — | — | — | — | — | —
5th | 4 | 4+1 | 3+1 | — | — | — | — | — | —
6th | 5 | 4+1 | 3+1 | — | — | — | — | — | —
7th | 5 | 4+1 | 4+1 | 2+1 | — | — | — | — | —
8th | 5 | 4+1 | 4+1 | 3+1 | — | — | — | — | —
9th | 5 | 4+1 | 4+1 | 3+1 | 2+1 | — | — | — | —
10th | 5 | 4+1 | 4+1 | 3+1 | 3+1 | — | — | — | —
11th | 6 | 4+1 | 4+1 | 3+1 | 3+1 | — | — | — | —
12th | 6 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | —
13th | 6 | 5+1 | 5+1 | 3+1 | 3+1 | 3+1 | — | — | —
14th | 6 | 5+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | —
15th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | — | —
16th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | —
17th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | —
18th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | —
19th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1
20th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 3+1[/table]
Upon reaching 5th level, and every 3 levels thereafter (8th, 11th, etc.), the Mystic Theurge may replace any spell he knows for another spell of the same level.
Domain
At 1st level, the Mystic Theurge gains a single Cleric Domain. He has spell slots in which this Domain's spells are prepared when he prays (see Spellcasting, above), and he gains the Domain's granted ability. This Domain's spells are also added to his Arcane Spells Known automatically as soon as he is able to cast Arcane Mystic Theurge spells of the equivalent level, and may be cast as Arcane spells as normal for spells known.
At 20th level, each day when praying for Divine spells, the Mystic Theurge gets a single use of the 9th level spell associated with his Domain. As this is a Domain spell, and he does not have ordinary spell slots for 9th level spells, he cannot get bonus spell slots for 9th level spells, nor can he use any other 9th level spells, Arcane or Divine.
Lore
As the Bard's Bardic Knowledge class feature, except that the Mystic Theurge adds his class level to the check instead of Bard level. If the Mystic Theurge already has any Bardic Knowledge or Lore ability, his Mystic Theurge levels stack with any previous levels that count for those abilities.
Mystic Aura (Ex)
The Mystic Theurge has an Aura as a Cleric of the Mystic Theurge's class level.
In addition, the Mystic Theurge must choose an alignment - Chaotic, Evil, Good, or Lawful. This alignment must match at least one component of either his or his deity's alignment, if possible - only a True Neutral Mystic Theurge with a True Neutral deity could choose from any of the four alignments. If the Mystic Theurge has chosen an Alignment Domain (see above), that must be the alignment he chooses. Regardless, the alignment must be chosen at 1st level, and cannot be changed thereafter; this becomes his "Aura Alignment".
All allies within a radius equal to Close range (that is, 25 ft. plus 5 ft. per 2 Caster Levels) of the Mystic Theurge may treat their weapons as Magic and aligned with Aura Alignment, if it is beneficial to them (the effects may be chosen separately, e.g. magical but not aligned, if desired).
The Mystic Aura also has an "Aura Level", as indicated in the table above. The Aura Level is always equal to the highest spell level to which the Mystic Theurge has access; effectively, any Prestige Class that progresses his spellcasting also progresses his Aura Level. The Aura Level is not effected by the Mystic Theurge casting all of his highest level spells, but it is affected by Negative Levels, if they eliminate his ability to cast spells of a level he previously could. The Aura Level is important for his Auric Missiles and Arcane Auras (see below).
Scribe Scroll
Mystic Theurges gain Scribe Scroll as a bonus feat.
Spontaneous Arcana
At 1st level, a Mystic Theurge may choose one Cantrip (0th level Arcane spell) he knows. From now on, he may at any time choose to spontaneously convert any Orison (0th level Divine spell) that he has prepared into this Cantrip, casting it as if that spell slot had never been prepared as a Divine spell.
At 2nd level, he may choose a 1st level Arcane spell, and then may thereafter convert any Divine spell prepared in a 1st level spell slot into this spell. At 4th level, he chooses a 2nd level spell, and so on an so forth, as given in the table above. In all cases, the Mystic Theurge's Domain spell of a given level cannot be spontaneously converted into that level's chosen Arcane spell.
Summon Aligned Familiar
As Familiar of a Sorcerer of the Mystic Theurge's class level, except that the Familiar gains a template based on the alignment of his Mystic Aura, as listed in the table below:
Aligned Familiar Templates
{table=head]Aura Alignment | Template
Chaotic | Anarchic
Evil | Fiendish
Good | Lawful
Lawful | Axiomatic[/table]
If the Mystic Theurge takes the Improved Familiar feat, the Improved Familiar also gains an appropriate template, but the Mystic Theurge cannot choose a Familiar whose alignment is "always" in opposition to his own or his deity's.
Allies adjacent to the Aligned Familiar are considered to be within the Mystic Aura, even if those spaces would not be close enough to the Mystic Theurge to otherwise count.
Auric Missile (Su)
As a standard action, a 2nd level Mystic Theurge can channel his aura into discrete missiles of aligned arcane material. This action can be made at-will, and functions exactly like the Magic Missile spell except:
Auric Missiles deal only 1d3 damage against those with a subtype corresponding to the Mystic Theurge's Mystic Aura alignment
Auric Missiles deal 1d8+2 damage against those with a subtype opposed to the Mystic Aura alignment
The number of Auric Missiles fired in a single action is equal to his Aura Level (rather than gaining an extra missile every 2 Caster Levels), with no maximum.
Using Auric Missiles suppresses the his Mystic Aura until his next turn.
Arcane Aura (Su)
Starting at 3rd level, once per day as a Swift action the Mystic Theurge can channel Arcana into his Mystic Aura, granting additional benefits to his allies within the aura. The Mystic Theurge himself is always considered his own ally for the purposes of Arcane Auras.
At 4th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th, the Mystic Theurge gets another daily use of his Arcane Auras. There is a different Aura for each school of magic, and the Mystic Theurge may choose to learn one each time he gains a new daily use of the Arcane Aura. Knowing the Arcane Aura associated with a given school grants a +2 alignment bonus (see below) to Spellcraft checks associated with spells of that school, and a +1 alignment bonus to Caster Level for spells of that school.
Each Aura remains in effect for the rest of the encounter in which it is invoked (or at least one minute, if an encounter lasts less time than that). More than one Aura may be used in a single encounter, and their benefits stack, but in most cases it is pointless to use the same Aura twice in one encounter (the Necromancy Aura can be re-used to reset it, however; see below). While an Aura is in effect, the Mystic Theurge gains a magical aura (see Detect Magic) matching the Aura's school and of a level equal to his Aura level + 1.
All bonuses derived from Arcane Auras are of the same type, and the type depends on the alignment of the Mystic Aura:
Arcane Aura Bonus Types
{table=head]Aura Alignment | Bonus Type
Chaotic | Entropic Bonus
Evil | Profane Bonus
Good | Sacred Bonus
Lawful | Ordered Bonus[/table]In all cases, the Arcane Auras will refer to "alignment bonuses", which are not a separate type of bonus but rather refer to the types above, as appropriate. No matter their bonus types, the bonuses from two Mystic Theurges using the same Arcane Aura do not stack, unless otherwise noted. They could, however, strategically distribute their Aura bonuses to different allies.
Each Arcane Aura has a "bonus pool" that allows him to distribute some effect a number of times equal to his Aura Level. No more than half of the total pool can be granted to a single ally, however.
As the Arcane Auras are a part of his Mystic Aura, using Auric Missiles removes the benefits of any Arcane Auras for that round.
Abjuration Aura - Each ally within the Mystic Aura gains the effects of the Protection from Alignment spell that protects from the alignment opposed to the Mystic Theurge's Aura alignment, except that the deflection and resistance bonuses are instead alignment bonuses. The Abjuration Aura's "bonus pool" effect is an additional +1 to AC and +1 bonus on saves. As an exception to the usual rules where the bonuses of the same Arcane Aura of two differently-aligned Mystic Theurges do not stack, those of the Abjuration Aura do (since each applies only against the opposite alignment).
Conjuration Aura - Each ally within the Mystic Aura may, as a Move Action, teleport up to 10 feet away, so long as they have line of sight and line of effect to the target location. Each ally may also choose to sacrifice 5 feet of teleport distance in order to teleport instead as a Swift action. The Conjuration Aura's "bonus pool" effect is another 5 feet of teleport distance.
Divination Aura - Each ally within the Mystic Aura gains a +1 alignment bonus to attack rolls and a +1 alignment bonus to Intelligence-based ability and skill checks. The Divination Aura's "bonus pool" effect is another +1 alignment bonus on attack rolls and Intelligence-based ability and skill checks.
Enchantment Aura - Each ally within the Mystic Aura gains a +2 alignment bonus on saving throws against Mind-Affecting effects, and a +2 alignment bonus on Charisma-based ability and skill checks. The "bonus pool" effect of the Enchantment Aura is a +1 alignment bonus on both saving throws against Mind-Affecting effects and Charisma-based skill checks. This is a Mind-Affecting ability.
Evocation Aura - Each ally within the Mystic Aura gains +1d4 damage, half of which is based on his Aura alignment, and the other half of which is of an element (Acid, Fire, Frost, or Electricity) of his choice. The Evocation Aura's "bonus pool" effect is another +1 damage (which is added before splitting the damage into alignment and elemental damage).
Illusion Aura - Each ally within the Mystic Aura gains the effects of a Blur spell, except that the miss chance is only 5%. The Illusion Aura's "bonus pool" effect is another 5% miss chance.
Necromancy Aura - Each ally within the Mystic Aura gains +1 temporary HP per HD. The Necromancy Aura's "bonus pool" effect is another +1 temporary HP per HD. Redistributing these temporary HPs can only be done in increments of 1 HP per HD - you may remove a number of temporary HPs equal to a multiple of an ally's HD, in order to give another ally that same multiple of their own HD, but any "remainder" HPs (due to having lost some to damage, for example) cannot be redistributed. Re-using the Necromancy Aura resets the total number of temporary HPs, but the old temporary HPs are effectively eliminated first.
Transmutation Aura - Each ally within the Mystic Aura gains a +2 alignment bonus to an Ability score of the Mystic Theurge's choice. The Transmutation Aura's "bonus pool" effect is another +2 alignment bonus to Ability scores. Each ally may have the bonus applied to different ability scores; in fact, a single ally may have their bonus distributed among multiple Ability scores, at the Mystic Theurge's choice.
Spell Synthesis
At 6th level, a Mystic Theurge can cast two spells, one Arcane and one Divine, using one action. Both of the spells must have the same casting time. The Mystic Theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The Mystic Theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. At 11th level and again at 18th level, the Mystic Theurge gets another use of this ability per encounter.
Spontaneous Divinity
At 20th level, a Mystic Theurge, when praying for Divine spells, may choose a single Divine spell of each spell level. Until the next time he prays for spells, these spells are treated as Arcane Spells Known, and may be cast as normal for such spells.
Mystic Theurges and Prestige Classes
Because a Mystic Theurge casts both Arcane and Divine spells, he may qualify for any Prestige Class that requires spells of either type. He may also benefit any Prestige Class which offers "+1 level of existing spellcasting class" as normal.
For Prestige Classes that have "+1 level of existing Arcane spellcasting class" or "+1 level of existing Divine spellcasting class", they may add these levels to their Mystic Theurge level for the purpose of determining both their Arcane and Divine spells, but they take a penalty to their Arcane Caster Level equal to one third (rounded up) of their levels that usually only benefit Divine spellcasting, and vice versa for classes that usually only benefit Arcane spellcasting. For example, a Mystic Theurge 16/Archmage 4 has the spellcasting of a 20th level Mystic Theurge, but takes a -2 penalty on his Caster Level for Divine spells.
No class may increase a Mystic Theurge's effective spellcasting ability twice in a single level. For example, a class which offers "+1 level of existing Arcane spellcasting class and +1 level of existing Divine spellcasting class" cannot give +2 to existing Mystic Theurge levels, even though either benefit could be used. Instead, the Prestige Class may apply both bonuses to Mystic Theurge spellcasting (thereby gaining only 1 level, but avoiding the Caster Level penalty), or may choose one or the other to apply to Mystic Theurge (taking the Caster Level penalty as usual), and use the other spellcasting progression to advance some other class that the Mystic Theurge has.
Hit Die
d4.
Class Skills
The class skills (and key ability modifier for each) of the Mystic Theurge are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (each skill taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level
At 1st level: (2 + Int modifier) ×4.
Each level thereafter: 2 + Int modifier.
{table=head]Level | BAB| Fort | Ref | Will | Special | Aura Level
1st | +0 | +2 | +0 | +2 | Domain, Lore, Mystic Aura, Scribe Scroll, Spontaneous Arcana (0th), Summon Aligned Familiar | 1st
2nd | +1 | +3 | +0 | +3 | Auric Missile, Spontaneous Arcana (1st) | 1st
3rd | +1 | +3 | +1 | +3 | Arcane Aura (1/day) | 1st
4th | +2 | +4 | +1 | +4 | Spontaneous Arcana (2nd) | 2nd
5th | +2 | +4 | +1 | +4 | Arcane Aura (2/day) | 2nd
6th | +3 | +5 | +2 | +5 | Spell Synthesis (1/encounter) | 2nd
7th | +3 | +5 | +2 | +5 | Spontaneous Arcana (3rd) | 3rd
8th | +4 | +6 | +2 | +6 | Arcane Aura (3/day) | 3rd
9th | +4 | +6 | +3 | +6 | Spontaneous Arcana (4th) | 4th
10th | +5 | +7 | +3 | +7 | Arcane Aura (4/day) | 4th
11th | +5 | +7 | +3 | +7 | Spell Synthesis (2/encounter) | 4th
12th | +6/+1 | +8 | +4 | +8 | Spontaneous Arcana (5th) | 5th
13th | +6/+1 | +8 | +4 | +8 | Arcane Aura (5/day) | 5th
14th | +7/+2 | +9 | +4 | +9 | Spontaneous Arcana (6th) | 6th
15th | +7/+2 | +9 | +5 | +9 | Arcane Aura (6/day) | 6th
16th | +8/+3 | +10 | +5 | +10 | Spontaneous Arcana (7th) | 7th
17th | +8/+3 | +10 | +5 | +10 | Arcane Aura (7/day) | 7th
18th | +9/+4 | +11 | +6 | +11 | Spell Synthesis (3/encounter) | 7th
19th | +9/+4 | +11 | +6 | +11 | Spontaneous Arcana (8th) | 8th
20th | +10/+5 | +12 | +6 | +12 | Arcane Aura (8/day), Spontaneous Divinity | 8th[/table]
Armor and Weapon Proficiencies
The Mystic Theurge is proficient in simple weapons, but in no form of armor. Wearing armor may interfere with the casting of his Arcane Spells if they have Somatic components (most do).
Spellcasting
A Mystic Theurge casts spells, both Arcane and Divine. His Arcane spells are drawn from the Sorcerer/Wizard spell list, while his Divine spells are drawn from the Cleric spell list. His Divine spells must be prepared ahead of time, like a Cleric must, while his Arcane spells he may cast without preparation, as a Sorcerer might. To learn or cast a Divine spell, his Wisdom score must be at least 10 + the spell's level. To learn or cast an Arcane spell, his Intelligence score must be at least 10 + the spell's level. No matter the sort of spell he casts, the saving throw DC for his spells is always calculated as 10 + the spell's level + the higher of his Wisdom and Intelligence modifiers.
A Mystic Theurge regains spell slots at the same time each day: the time which is devoted to his deity, during which he prays for Divine spells. However, any previously used spell slots are not usable immediately; he must prepare himself for spellcasting. For Arcane spells, this requires 15 minutes of quiet meditation, which can only happen after a full night's rest. For Divine spells, this requires 45 minutes of prayer, but can be done even if the Mystic Theurge has not rested. If the Mystic Theurge has uncast prepared Divine spells, or uncast, unprepared spell slots, these may be retained in their current state, changed to new Divine spells during prayer, or changed to Arcane spell slots during meditation.
During meditation, any spell slots not used to prepare Divine spells may be made available for Arcane spell casting, able to be spontaneously cast as any Arcane spell the Mystic Theurge knows (see below for Arcane spells known).
During prayer, any available spell slots (even those otherwise ready for Arcane spells) may be devoted to preparing any spells from the Cleric list that the Mystic Theurge's deity can grant (see below for alignment restrictions on Divine spells). The Mystic Theurge also gains one spell of each level as determined by his Domain (see below).
Like a Cleric, a Mystic Theurge cannot prepare Divine spells opposed to his or his deity's alignment, but he may learn and cast Arcane spells that are opposed in this manner. Like a Sorcerer, his Arcane spells that have Somatic components are subject to the Arcane Spell Failure of any armor he is wearing, but his Divine spells are not restricted in this way.
Like other spellcasters, the Mystic Theurge can only cast a certain number of spells of each spell level per day. His daily allotment of spell slots is listed in the table below.
In addition, he may gain bonus spell slots for having a high Wisdom or Intelligence score, but he only gets the bonus spell slots for the higher of the two. If his bonus spell slots are from a high Wisdom score, his bonus spell slots must be used to prepare Divine spells; they cannot be used to cast Arcane spells. Alternatively, spell slots from a high Intelligence score must be used to cast Arcane spells, and cannot be used to prepare Divine spells.
As an exception, if his lower score is also high enough to receive bonus spell slots of a given level, though he does not get additional bonus spells for it, he may use a number of his bonus spell slots equal to the bonus spells he would get from the lower score for the lower score's type of spell.
For instance, a Mystic Theurge with 20 Wisdom and 14 Intelligence is entitled to 2 bonus 1st level spells, thanks to the 20 Wisdom. Because Wisdom is used for Divine spells, these 2 slots would normally be reserved for Divine spells, but his 14 Intelligence would also grant 1 bonus 1st level spell - though he does not get a third bonus spell, he may use one of his two bonus spells as an Arcane spell slot.
Spells per Day
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 4 | 1+1 | — | — | — | — | — | — | — | —
2nd | 5 | 2+1 | — | — | — | — | — | — | — | —
3rd | 5 | 2+1 | — | — | — | — | — | — | — | —
4th | 5 | 3+1 | 1+1 | — | — | — | — | — | — | —
5th | 5 | 3+1 | 2+1 | — | — | — | — | — | — | —
6th | 5 | 3+1 | 2+1 | — | — | — | — | — | — | —
7th | 5 | 3+1 | 3+1 | 1+1 | — | — | — | — | — | —
8th | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | —
9th | 5 | 3+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | —
10th | 5 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | —
11th | 5 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | —
12th | 6 | 3+1 | 3+1 | 3+1 | 3+1 | 1+1 | — | — | — | —
13th | 6 | 4+1 | 3+1 | 3+1 | 3+1 | 2+1 | — | — | — | —
14th | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | 1+1 | — | — | —
15th | 6 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | —
16th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | —
17th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | — | —
18th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | — | —
19th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 1+1 | —
20th | 6 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | +1*[/table]
* While a Mystic Theurge does not gain any ordinary 9th level spell slots, a 20th level Mystic Theurge does gain the 9th level spell associated with their Domain (see below) each day while praying. Because they do not have any ordinary 9th level spell slots, they do not receive bonus 9th level spell slots, nor can they cast any other 9th level spells, Arcane or Divine.
While the Mystic Theurge may pray each day for any spells his deity can grant him, like a Cleric, the Mystic Theurge's selection of Arcane spells is limited only to those he has personally memorized, like a Sorcerer. The number of Arcane spells of each level that he knows is listed below, in the table. The Mystic Theurge also gains each spell from his chosen Domain (see below) as a bonus Arcane spell known.
Arcane Spells Known
{table=head]Level | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th
1st | 3 | 2+1 | — | — | — | — | — | — | —
2nd | 3 | 3+1 | — | — | — | — | — | — | —
3rd | 4 | 4+1 | — | — | — | — | — | — | —
4th | 4 | 4+1 | 2+1 | — | — | — | — | — | —
5th | 4 | 4+1 | 3+1 | — | — | — | — | — | —
6th | 5 | 4+1 | 3+1 | — | — | — | — | — | —
7th | 5 | 4+1 | 4+1 | 2+1 | — | — | — | — | —
8th | 5 | 4+1 | 4+1 | 3+1 | — | — | — | — | —
9th | 5 | 4+1 | 4+1 | 3+1 | 2+1 | — | — | — | —
10th | 5 | 4+1 | 4+1 | 3+1 | 3+1 | — | — | — | —
11th | 6 | 4+1 | 4+1 | 3+1 | 3+1 | — | — | — | —
12th | 6 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | —
13th | 6 | 5+1 | 5+1 | 3+1 | 3+1 | 3+1 | — | — | —
14th | 6 | 5+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | —
15th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | — | —
16th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | —
17th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | —
18th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | —
19th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1
20th | 7 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 3+1[/table]
Upon reaching 5th level, and every 3 levels thereafter (8th, 11th, etc.), the Mystic Theurge may replace any spell he knows for another spell of the same level.
Domain
At 1st level, the Mystic Theurge gains a single Cleric Domain. He has spell slots in which this Domain's spells are prepared when he prays (see Spellcasting, above), and he gains the Domain's granted ability. This Domain's spells are also added to his Arcane Spells Known automatically as soon as he is able to cast Arcane Mystic Theurge spells of the equivalent level, and may be cast as Arcane spells as normal for spells known.
At 20th level, each day when praying for Divine spells, the Mystic Theurge gets a single use of the 9th level spell associated with his Domain. As this is a Domain spell, and he does not have ordinary spell slots for 9th level spells, he cannot get bonus spell slots for 9th level spells, nor can he use any other 9th level spells, Arcane or Divine.
Lore
As the Bard's Bardic Knowledge class feature, except that the Mystic Theurge adds his class level to the check instead of Bard level. If the Mystic Theurge already has any Bardic Knowledge or Lore ability, his Mystic Theurge levels stack with any previous levels that count for those abilities.
Mystic Aura (Ex)
The Mystic Theurge has an Aura as a Cleric of the Mystic Theurge's class level.
In addition, the Mystic Theurge must choose an alignment - Chaotic, Evil, Good, or Lawful. This alignment must match at least one component of either his or his deity's alignment, if possible - only a True Neutral Mystic Theurge with a True Neutral deity could choose from any of the four alignments. If the Mystic Theurge has chosen an Alignment Domain (see above), that must be the alignment he chooses. Regardless, the alignment must be chosen at 1st level, and cannot be changed thereafter; this becomes his "Aura Alignment".
All allies within a radius equal to Close range (that is, 25 ft. plus 5 ft. per 2 Caster Levels) of the Mystic Theurge may treat their weapons as Magic and aligned with Aura Alignment, if it is beneficial to them (the effects may be chosen separately, e.g. magical but not aligned, if desired).
The Mystic Aura also has an "Aura Level", as indicated in the table above. The Aura Level is always equal to the highest spell level to which the Mystic Theurge has access; effectively, any Prestige Class that progresses his spellcasting also progresses his Aura Level. The Aura Level is not effected by the Mystic Theurge casting all of his highest level spells, but it is affected by Negative Levels, if they eliminate his ability to cast spells of a level he previously could. The Aura Level is important for his Auric Missiles and Arcane Auras (see below).
Scribe Scroll
Mystic Theurges gain Scribe Scroll as a bonus feat.
Spontaneous Arcana
At 1st level, a Mystic Theurge may choose one Cantrip (0th level Arcane spell) he knows. From now on, he may at any time choose to spontaneously convert any Orison (0th level Divine spell) that he has prepared into this Cantrip, casting it as if that spell slot had never been prepared as a Divine spell.
At 2nd level, he may choose a 1st level Arcane spell, and then may thereafter convert any Divine spell prepared in a 1st level spell slot into this spell. At 4th level, he chooses a 2nd level spell, and so on an so forth, as given in the table above. In all cases, the Mystic Theurge's Domain spell of a given level cannot be spontaneously converted into that level's chosen Arcane spell.
Summon Aligned Familiar
As Familiar of a Sorcerer of the Mystic Theurge's class level, except that the Familiar gains a template based on the alignment of his Mystic Aura, as listed in the table below:
Aligned Familiar Templates
{table=head]Aura Alignment | Template
Chaotic | Anarchic
Evil | Fiendish
Good | Lawful
Lawful | Axiomatic[/table]
If the Mystic Theurge takes the Improved Familiar feat, the Improved Familiar also gains an appropriate template, but the Mystic Theurge cannot choose a Familiar whose alignment is "always" in opposition to his own or his deity's.
Allies adjacent to the Aligned Familiar are considered to be within the Mystic Aura, even if those spaces would not be close enough to the Mystic Theurge to otherwise count.
Auric Missile (Su)
As a standard action, a 2nd level Mystic Theurge can channel his aura into discrete missiles of aligned arcane material. This action can be made at-will, and functions exactly like the Magic Missile spell except:
Auric Missiles deal only 1d3 damage against those with a subtype corresponding to the Mystic Theurge's Mystic Aura alignment
Auric Missiles deal 1d8+2 damage against those with a subtype opposed to the Mystic Aura alignment
The number of Auric Missiles fired in a single action is equal to his Aura Level (rather than gaining an extra missile every 2 Caster Levels), with no maximum.
Using Auric Missiles suppresses the his Mystic Aura until his next turn.
Arcane Aura (Su)
Starting at 3rd level, once per day as a Swift action the Mystic Theurge can channel Arcana into his Mystic Aura, granting additional benefits to his allies within the aura. The Mystic Theurge himself is always considered his own ally for the purposes of Arcane Auras.
At 4th, 7th, 9th, 11th, 13th, 15th, 17th, and 20th, the Mystic Theurge gets another daily use of his Arcane Auras. There is a different Aura for each school of magic, and the Mystic Theurge may choose to learn one each time he gains a new daily use of the Arcane Aura. Knowing the Arcane Aura associated with a given school grants a +2 alignment bonus (see below) to Spellcraft checks associated with spells of that school, and a +1 alignment bonus to Caster Level for spells of that school.
Each Aura remains in effect for the rest of the encounter in which it is invoked (or at least one minute, if an encounter lasts less time than that). More than one Aura may be used in a single encounter, and their benefits stack, but in most cases it is pointless to use the same Aura twice in one encounter (the Necromancy Aura can be re-used to reset it, however; see below). While an Aura is in effect, the Mystic Theurge gains a magical aura (see Detect Magic) matching the Aura's school and of a level equal to his Aura level + 1.
All bonuses derived from Arcane Auras are of the same type, and the type depends on the alignment of the Mystic Aura:
Arcane Aura Bonus Types
{table=head]Aura Alignment | Bonus Type
Chaotic | Entropic Bonus
Evil | Profane Bonus
Good | Sacred Bonus
Lawful | Ordered Bonus[/table]In all cases, the Arcane Auras will refer to "alignment bonuses", which are not a separate type of bonus but rather refer to the types above, as appropriate. No matter their bonus types, the bonuses from two Mystic Theurges using the same Arcane Aura do not stack, unless otherwise noted. They could, however, strategically distribute their Aura bonuses to different allies.
Each Arcane Aura has a "bonus pool" that allows him to distribute some effect a number of times equal to his Aura Level. No more than half of the total pool can be granted to a single ally, however.
As the Arcane Auras are a part of his Mystic Aura, using Auric Missiles removes the benefits of any Arcane Auras for that round.
Abjuration Aura - Each ally within the Mystic Aura gains the effects of the Protection from Alignment spell that protects from the alignment opposed to the Mystic Theurge's Aura alignment, except that the deflection and resistance bonuses are instead alignment bonuses. The Abjuration Aura's "bonus pool" effect is an additional +1 to AC and +1 bonus on saves. As an exception to the usual rules where the bonuses of the same Arcane Aura of two differently-aligned Mystic Theurges do not stack, those of the Abjuration Aura do (since each applies only against the opposite alignment).
Conjuration Aura - Each ally within the Mystic Aura may, as a Move Action, teleport up to 10 feet away, so long as they have line of sight and line of effect to the target location. Each ally may also choose to sacrifice 5 feet of teleport distance in order to teleport instead as a Swift action. The Conjuration Aura's "bonus pool" effect is another 5 feet of teleport distance.
Divination Aura - Each ally within the Mystic Aura gains a +1 alignment bonus to attack rolls and a +1 alignment bonus to Intelligence-based ability and skill checks. The Divination Aura's "bonus pool" effect is another +1 alignment bonus on attack rolls and Intelligence-based ability and skill checks.
Enchantment Aura - Each ally within the Mystic Aura gains a +2 alignment bonus on saving throws against Mind-Affecting effects, and a +2 alignment bonus on Charisma-based ability and skill checks. The "bonus pool" effect of the Enchantment Aura is a +1 alignment bonus on both saving throws against Mind-Affecting effects and Charisma-based skill checks. This is a Mind-Affecting ability.
Evocation Aura - Each ally within the Mystic Aura gains +1d4 damage, half of which is based on his Aura alignment, and the other half of which is of an element (Acid, Fire, Frost, or Electricity) of his choice. The Evocation Aura's "bonus pool" effect is another +1 damage (which is added before splitting the damage into alignment and elemental damage).
Illusion Aura - Each ally within the Mystic Aura gains the effects of a Blur spell, except that the miss chance is only 5%. The Illusion Aura's "bonus pool" effect is another 5% miss chance.
Necromancy Aura - Each ally within the Mystic Aura gains +1 temporary HP per HD. The Necromancy Aura's "bonus pool" effect is another +1 temporary HP per HD. Redistributing these temporary HPs can only be done in increments of 1 HP per HD - you may remove a number of temporary HPs equal to a multiple of an ally's HD, in order to give another ally that same multiple of their own HD, but any "remainder" HPs (due to having lost some to damage, for example) cannot be redistributed. Re-using the Necromancy Aura resets the total number of temporary HPs, but the old temporary HPs are effectively eliminated first.
Transmutation Aura - Each ally within the Mystic Aura gains a +2 alignment bonus to an Ability score of the Mystic Theurge's choice. The Transmutation Aura's "bonus pool" effect is another +2 alignment bonus to Ability scores. Each ally may have the bonus applied to different ability scores; in fact, a single ally may have their bonus distributed among multiple Ability scores, at the Mystic Theurge's choice.
Spell Synthesis
At 6th level, a Mystic Theurge can cast two spells, one Arcane and one Divine, using one action. Both of the spells must have the same casting time. The Mystic Theurge can make any decisions concerning the spells independently. Any target affected by both of the spells takes a –2 penalty on saves made against each spell. The Mystic Theurge receives a +2 bonus on caster level checks made to overcome spell resistance with these two spells. At 11th level and again at 18th level, the Mystic Theurge gets another use of this ability per encounter.
Spontaneous Divinity
At 20th level, a Mystic Theurge, when praying for Divine spells, may choose a single Divine spell of each spell level. Until the next time he prays for spells, these spells are treated as Arcane Spells Known, and may be cast as normal for such spells.
Mystic Theurges and Prestige Classes
Because a Mystic Theurge casts both Arcane and Divine spells, he may qualify for any Prestige Class that requires spells of either type. He may also benefit any Prestige Class which offers "+1 level of existing spellcasting class" as normal.
For Prestige Classes that have "+1 level of existing Arcane spellcasting class" or "+1 level of existing Divine spellcasting class", they may add these levels to their Mystic Theurge level for the purpose of determining both their Arcane and Divine spells, but they take a penalty to their Arcane Caster Level equal to one third (rounded up) of their levels that usually only benefit Divine spellcasting, and vice versa for classes that usually only benefit Arcane spellcasting. For example, a Mystic Theurge 16/Archmage 4 has the spellcasting of a 20th level Mystic Theurge, but takes a -2 penalty on his Caster Level for Divine spells.
No class may increase a Mystic Theurge's effective spellcasting ability twice in a single level. For example, a class which offers "+1 level of existing Arcane spellcasting class and +1 level of existing Divine spellcasting class" cannot give +2 to existing Mystic Theurge levels, even though either benefit could be used. Instead, the Prestige Class may apply both bonuses to Mystic Theurge spellcasting (thereby gaining only 1 level, but avoiding the Caster Level penalty), or may choose one or the other to apply to Mystic Theurge (taking the Caster Level penalty as usual), and use the other spellcasting progression to advance some other class that the Mystic Theurge has.