Mystic Theurge

Blurring the line between divine and arcane, the Mystic Theurge draws power from divine sources and musty tomes alike. While most spellcasters choose but one path to magical power, the Mystic Theurge chooses to walk two roads at once, mastering spells common to both cleric and wizard. This weaving of both the arcane and the divine allows the Mystic Theurge an unparalleled diversity of spells and, in time, a Mystic Theurge can learn to cast almost any spell.

dx0926prc_theurge.jpg


Mystic theurges are often obsessed with magical lore, and will travel to the ends of the earth to gain access to some new arcane secret or divine insight.

Requirements:

Skills: Lore 6 ranks, Spellcraft 6 ranks

Spellcasting: Able to cast 2nd-level divine spells and 1st-level arcane spells.

Class Features:

- Hit Die: d4

- Base Attack Bonus: Low.

- High Saves: Will.

- Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies.

- Skill Points: 2 + Int modifier.

- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Spellcraft.

- Spells per Day / Spells Known:Each level, the Mystic Theurge gains new spells per day as if they had also gained a level in both their arcane spellcasting class and their divine spellcasting class. No new spells are learned through this ability, however.

Note: The Mystic Theurge could not be implemented properly in NWN2 and therefore it doesn't work completely as it should. The casterlevel progression works perfectly, but it is impossible for sorcerers and wizards to choose new spells at levelup. To learn new spells, sorcerers have to level up in their base class. Therefore the starting level for the arcane class is set to 1 so you can alternate MT levels with sorcerer levels to learn new spells.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License