Theurge
Expanding natural magic
To many mages, they view magic as something to be classified and compartmentalized. To them, they divide magic by sources, such as arcane or divine, or by school from conjuration to evocation to transmutation, and everything in between. While many in Arda seek to separate and parse magical powers and disciplines, others seek to unify and bring them together in a single and harmonious art form. These mages, akin to druids, are known as theurges. They shape natural, divine, and arcane magics as a single force, and channel its power as a single wellspring.
Theurges are most common in Mujmal, where the Mujmali study and practice a single and united theory of magic. In this practice, the Mujmali make little distinction between clerics, druids, sorcerers, and wizards who all draw power from the same sources. These theurges often act as the natural guardians of Mujmal, shaping the land to act as a natural barrier from potential foes. Others are adventurers, seeking out new forms of magic to learn and master, while others may even try to teach it to others outside their lands.
This ability replaces wild shape.
This ability replaces resist nature’s lure.
This ability replaces venom immunity and timeless body.
A part of
Theurges are most common in Mujmal, where the Mujmali study and practice a single and united theory of magic. In this practice, the Mujmali make little distinction between clerics, druids, sorcerers, and wizards who all draw power from the same sources. These theurges often act as the natural guardians of Mujmal, shaping the land to act as a natural barrier from potential foes. Others are adventurers, seeking out new forms of magic to learn and master, while others may even try to teach it to others outside their lands.
A theurge, a melder of arcane, divine, and natural magics.
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Base Attack
The theurge uses a half progression (like a wizard) instead of a three-quarters for the calculation of the druid's base attack bonus.Class Skills
A theurge adds Knowledge (arcana) and Use Magic Device to their class skills, and removes Fly and Ride from their class skills.Theurgy
At 4th level and every 2 levels thereafter, a theurge chooses two spells from the wizard/sorcerer spell list and adds them to her druid spell list. The chosen spells must be at least 1 level lower than the highest level spell she can currently cast. At 20th level, the theurge can choose wizard/sorcerer spells of any level.This ability replaces wild shape.
Verdant Stride
At 4th level, a restorer can ignore the effects of an overgrown area that has been magically manipulated to impede motion. She can ignore these effects for a number of rounds per day equal to double her Wisdom bonus. These rounds don’t have to be used consecutively.This ability replaces resist nature’s lure.
Natural Union
At 9th level, a theurge can cast two spells she has prepared, one from the druid spell list and one from the wizard/sorcerer spell list, using one action. Both of the spells must have the same casting time. The theurge can make any decisions concerning the spells independently of each other. Any target affected by both of the spells takes a –4 penalty on saves made against each spell. A theurge receives a +4 bonus on caster level checks made to overcome spell resistance with these two spells. The theurge may use this ability once per day at 9th level and one additional time per day at 15th level.This ability replaces venom immunity and timeless body.
Unified Theory
At 20th level, the theurge becomes a true master of arcane and divine magic. The theurge no longer needs to expend a spell slot one level higher when using combined spells. In addition, the theurge may apply any single metamagic feat that she knows to a spell she is about to cast. This does not alter the level of the spell or the casting time. The theurge can apply a metamagic feat in this way a number of times per day equal to his Intelligence or Wisdom modifier (whichever is higher).See Also
A part of
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