Mystic Theurge

Entry Requirements

Skills: Arcane Lore 3 ranks, Theology 3 ranks.
Spellcasting: Must be able to cast 2nd-level arcane spells and 2nd-level divine spells.

Table: The Mystic Theurge

 Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialSpellcasting
ArcaneDivine
1st+0+0+0+1Malleable magic 0+1 level of existing class
2nd+1+0+0+1Malleable magic 1+1 level of existing class
3rd+1+1+1+2Malleable magic 2+1 level of existing class+1 level of existing class
4th+2+1+1+2Malleable magic 3+1 level of existing class+1 level of existing class
5th+2+1+1+3Malleable magic 4+1 level of existing class+1 level of existing class
6th+3+2+2+3Malleable magic 5+1 level of existing class+1 level of existing class
7th+3+2+2+4Malleable magic 6+1 level of existing class+1 level of existing class
8th+4+2+2+4Malleable magic 7+1 level of existing class+1 level of existing class
9th+4+3+3+5Malleable magic 8+1 level of existing class+1 level of existing class
10th+5+3+3+5Malleable magic 9+1 level of existing class+1 level of existing class
Hit Die: d4
Class Skills (2 + Int modifier per level): Arcane Lore, Insight, Linguistics, Profession, and Theology.

Class Features

Weapon and Armor Proficiency

A Mystic Theurge gains no proficiency with any type of weapon, armor, or shield.

Spellcasting

At each level (except 1st level for divine and 2nd level for arcane), you progress an arcane spellcasting class and a divine spellcasting class you already possess. If you possess more than one arcane or divine spellcasting class, you must decide to which class you add each new level of progression.

Malleable Magic

You learn to combine your arcane and divine magic in new and unexpected ways. When you cast an arcane or divine spell, you can mix spellcasting parameters from any of your classes to gain the maximum advantage on the spell you cast, so long as the spell level is equal to or lower than your malleable magic rank.

You can ignore arcane spell failure as if your arcane spells were divine spells. You may use the higher spellcasting modifier to determine spell save DCs (e.g., a wizard/cleric uses the higher modifier between Int and Wis). If you can spontaneously convert spells, such as a good cleric converting spells to cure spells, you can convert spells from either class. If a spell can use either arcane material components or a divine focus, you may choose which you use. You may choose any spell parameters offered by your classes.

In addition, abilities, feats, and other effects which depend on casting a divine or arcane spell can be triggered when casting either type, as long as the level of the spell being cast is equal to or lower than your malleable magic rank.

This class feature has no effect on how you learn or access spells nor on if you prepare or spontaneously cast spells. Arcane spells remain arcane, and divine spells remain divine. This class feature also does not change restrictions not based on casting (for example, a druid’s oath to not wear metal still applies).