The Dragonlance Nexus

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Mystic Theurges of Krynn

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman


Meet Krynn's Mystic Theurge:

The ability to master both arcane and divine magic is a difficult path to take to begin with, and one that is doubly tough in the Dragonlance campaign setting. Spellcasters in the world of Krynn are divided not only between arcane and divine, but also between focused and ambient.

Focused spellcasters, who gain their magical might from the gods, find it difficult to take the path of the Mystic Theurge. Wizards of High Sorcery are dedicated to the gods of magic and the art of arcane magic. As such, they would not be able to multi-class freely with a divine spellcasting class. However, if the Dungeon Master allows clerics of the gods of magic, the Wizard of High Sorcery/cleric makes for a viable option. A cleric of Branchala may use this option with the bard class as well, although this path is much more difficult.

The Mystic Theurge comes into it's own during the Age of Mortals, as mystics and sorcerers try to discover the secrets of Mysticism and Wild Sorcery. In this time, there are many theories on how this "new magic" works.

Mystic Theurges in this time period believe that sorcery and mysticism are two sides to the same coin. Mysticism and Wild Sorcery are studied side-by-side in hopes that new secrets of magic will be unlocked. While there have been some mixed results, Mystic Theurges are able to advance faster than multiclass mystic/sorcerers who do not follow the Mystic Theurge path.

Journey of the Two Tests:

Sorcerer-mystics who wish to become mystic theurges must travel to Solace to study at the Academy of Sorcery, passing their examination with a DC 16 Knowledge (arcana) check. Then the applicant goes to the Citadel of Light, where he meditates and learns from the mystics there. Finally, he receives a mystic vision after climbing the Silver Stair that provides a question of his inner faith (answering correctly requires a DC 16 Knowledge [religion] check).

After the War of Souls, dungeon masters may wish to substitute the Academy of the Dragon Mage, or another sorcerous college.

New Feat:

Hybrid Mage [General]

You are able to cast arcane spells as divine spells and vice versa.

Prerequisite: Must be able to cast arcane spells without preparation. Must be able to cast divine spells without preparation.

Benefit: You are able to cast one of your arcane spellcasting class' spells known as a divine spell using your divine spellcasting class' spell slot. The inverse also applies, to where you can cast one of your divine spellcasting class' spells known as an arcane spell using your arcane spellcasting class' spell slot.

Bibliography:

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