Theurge Feats

Theurge feats are a new category of feat designed for characters who utilize multiple casting traditions. Most of them require multiple casting traditions as prerequisites, and may operate in ways that cause these multiple traditions to interact. Theurge feats can be selected in place of drawback feats.


Arcane Combo (Theurge)

Mixing up your spellcasting procedures makes them more potent.

Prerequisite: Caster level 1st or higher with at least two casting traditions.

Benefits: Whenever you create a magic effect using a specific casting tradition, you gain a +1 bonus to your caster level for any magic effect you create using a different casting tradition until the end of your next turn.

Arcane Fusion (Theurge)

You integrate multiple traditions to unleash a potent form of magic.

Prerequisites: Caster level 1st or higher with at least two casting traditions, able to create the same effect using multiple casting traditions.

Benefits: When you create a magical effect which could be created with multiple casting traditions, you may apply the boons and drawbacks of multiple casting traditions you are capable of creating the spell effect with. Spell points to power the effect can be drawn from any casting tradition which can be used to create the effect. For example, a character capable of using destructive blast using both the Blood Magic tradition and the Cholmic Traditionalist tradition could cast destructive blast in such a way that the Addictive Casting, Draining Casting, Extended Casting, Magical Signs, Painful Magic, Somatic Casting x2, and Verbal Casting drawbacks all take effect, but the Deathful Magic, Fortified Magic, Overcharge, and Overwhelming Power boons all take effect on the spell as well.

Flexible Energies (Theurge)

Your arcane power can be converted between multiple sources.

Prerequisite: Caster level 1st or higher with at least two casting traditions.

Benefit: You may use spell points from a casting tradition you possess to create magical effects using a different casting tradition you possess. When you do, you must spend one additional spell point from either casting tradition.

Fluid Energies (Theurge)

Your magical abilities draw from a unified source.

Prerequisite: Flexible Energies.

Benefit: You no longer need to spend an additional spell point when using Flexible Energies.

Manifold Spell Knowledge (Theurge)

You know of multiple ways to utilize your magic.

Prerequisite: Caster level 1st or higher with at least two casting traditions.

Benefit: You may pool your magic spheres and talents between two of your casting traditions, allowing you to select which casting tradition you use each of your magic talents with when you cast them. Any magic effects created with a casting tradition other than the original tradition it was selected with costs 1 additional spell point (or 1 spell point if it would not cost spell points). You cannot use this feat with the two talents you gain at 1st level for being a caster or with any talents gained through sphere-specific drawbacks. Add your caster levels from the two casting traditions together rather than determining them separately. For example, a 5th-level incanter with this feat who used two levels to advance in the Blood Magic tradition and three levels to advance in the Runist tradition would have a caster level of 5 for both traditions rather than a caster level of 2 when using Blood Magic and a caster level of 3 when using Runist magic.

Special: You may take this feat multiple times, each time adding magic spheres and talents from an additional casting tradition to the pool.

Theurgic Advantage (Theurge)

You isolate the advantages of your casting and transfer them across disciplines.

Prerequisite: Caster level 1st or higher with at least two casting traditions.

Benefit: When you create a magic effect with one casting tradition, you may spend an additional spell point to apply a single boon from another casting tradition to the magic effect. You may spend multiple additional spell points to apply multiple boons using this feat.


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