TEXT: undeFEATable
  18: MysTic ThEurgE
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  3.5 SYSTEM COMPATIBLE
  LPJ9556
  Written By Michael R. Kimmel
  NEW FEATS
  ArmorEd mySTic
  You can sacrifice magical energy to gain a bonus 
  to your defenses for a short period.
  Prerequisites: 9 or more ranks in Spellcraft, 
  mystic theurge level 3rd
  Benefit: By sacrificing an uncast spell or unused 
  spell per day (for spontaneous casters) you can 
  gain a temporary insight bonus to your Armor 
  Class and Combat Maneuver Defense. Activating 
  this ability is a move action, and the bonus you 
  gain is equal to the level of the sacrificed spell and 
  it lasts a number of rounds equal to your mystic 
  theurge level. You can use this ability once per day 
  per three levels of mystic theurge you possess.
  chANNEl ArcANE ENErgiES
  Your studies of arcane magic have improved your 
  ability to channel divine energy as you discover 
  links between the divine and the arcane.
  Prerequisites: Cha 15+, channel energy class 
  feature, mystic theurge level 1st
  Benefit: Whenever you use your channel energy 
  class feature, you may sacrifice a prepared arcane 
  spell or unused arcane spell slot (for spontaneous 
  casters) in order to raise your cleric level for 
  purposes of this channel energy attempt by 1 per 
  level of the spell sacrificed. The save DC for any 
  effects created by your channeling is also increased 
  by 1 per level of the spell.
  diviNE ArcANA [mETAmAgic]
  You are able to imbue an arcane spell with holy or 
  unholy energy.
  Prerequisites: Channel energy class feature, 
  mystic theurge level 1st
  Benefit: A Divine Arcana is an arcane spell that 
  you have imbued with divine energy so as to 
  become holy or unholy (depending on whether 
  you channel positive or negative energy). The 
  Difficulty Class to resist a spell imbued with such 
  energy increases by 2 for creatures that do not 
  share the alignment of the spell (good for holy 
  spells or evil for unholy spells) or by 4 for crea-
  tures with the opposite alignment. The Difficulty 
  Class does not change for creatures which share 
  the spell’s alignment. A Divine Arcana spell must 
  be an arcane spell and it uses up a spell slot 2 
  levels higher than the spell’s actual level.
  diviNE TruThS oF ThE ArcANE
  You can sacrifice divine magical energy in order to 
  gain insights into magical arcana and spells.
  Prerequisites: 5 or more ranks in Knowledge 
  (religion), 5 or more ranks in Spellcraft, mystic 
  theurge level 1st
  Benefit: By sacrificing an uncast divine spell that 
  you had prepared, you are able to gain a bonus to 
  a Knowledge (arcana) or Spellcraft skill check 
  equal to twice the level of the spell sacrificed, or 
  a bonus equal to the level of the spell sacrificed to 
  a single caster level check that you make in order 
  to penetrate a creature’s spell resistance. Using 
  this ability is a swift action, and you may use it a 
  number of times per day equal to one half of your 
  mystic theurge level (minimum 1).
  ExTrA SpEll SyNThESiS
  You are able to use your spell synthesis ability 
  more than once per day.
  Prerequisites: 16 or more ranks in Spellcraft, 
  Mystic theurge level 10th
  Benefit: You are able to use your spell synthesis 
  ability one additional time per day.
  Normal: Normally you are only able to use the 
  spell synthesis ability once per day.
  Special: You may take this feat more than once.
  
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  grEATEr SpEll SyNThESiS
  You have reached the pinnacle of magical power, and your 
  ability to synthesize spells from two sources is even more 
  powerful than before.
  Prerequisites: 17 or more ranks in Spellcraft, Mystic 
  theurge level 10th
  Benefit: When you use your spell synthesis ability, any 
  target affected by both of the spells takes an additional 
  -2 penalty on saves made against the spells (for a total of 
  -4) and you receive an additional +2 bonus on caster level 
  checks made to overcome spell resistance with these two 
  spells (for a total of +4). If you cast at least one arcane 
  spell and one divine spell within the last two rounds, these 
  bonuses increase by 2, to -6 and +6.
  improvEd mAgic domAiN
  Your gifts granted by your religious focus on magic are 
  improved by your arcane power.
  Prerequisites: Cha or Int 13+ (see special), magic cleric 
  domain, mystic theurge level 1st
  Benefit: You can use your hand of the acolyte ability an 
  additional number of times per day equal to your Charisma 
  or Intelligence modifer (see special), and you add this 
  bonus to your attack roll in addition to your Wisdom 
  modifier. Additionally, your levels in classes which grant 
  arcane spellcasting count as levels in cleric for purposes of 
  determining the number of times per day you can use your 
  dispelling touch ability and your caster level for the ability.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 13 or 
  higher, and determines the bonuses granted by this feat.
  iNSTiNcTivE diviNE mAgic
  You are able to cast a number of your divine spells sponta-
  neously using your spontaneous arcane spellcasting ability.
  Prerequisites: Cha 15+, mystic theurge level 1st, must cast 
  prepared divine spells and spontaneous arcane spells
  Benefit: When you take this feat, choose a number of 
  spells on your divine spellcasting class list equal to your 
  Charisma modifier. When you use your combined spells 
  class feature, you are able to cast these spells spontane-
  ously using your arcane spellcasting ability even  if you 
  did not prepare them that day. The spells still take up a 
  spell slot one level higher than normal and you still are 
  limited as to the level of spell that you are able to cast with 
  this ability.
  Special: This feat may be taken multiple times. Each time 
  you take this feat, choose new spells.
  mASTEr mySTic’S combiNEd SpEllS
  You have certain spells which, when cast using an alterna-
  tive spellcasting ability, are more powerful.
  Prerequisites: 10 or more ranks in Spellcraft, mystic 
  theurge level 3rd
  Benefit: When you take this feat, choose a number of 
  spells that you can cast equal to your mystic theurge 
  level. Whenever you cast one of these spells using your 
  combined spells class feature to cast it with one of your 
  other spellcasting classes, the spell is considered to be 
  heightened (as the Heightened Spell metamagic feat) to the 
  level of spell slot that was used to cast it. Alternatively, you 
  may choose to cast or prepare these spells using the same 
  level of spell slot from another spellcasting class, rather 
  than a spell slot 1 level higher than the spell. Whenever 
  you gain a level in mystic theurge, you may add 1 more 
  spell to this group. (The number of spells you can cast in 
  this way will always be equal to your mystic theurge level.)
  Normal: Normally when you use the combined spells 
  ability, you must use a spell slot 1 level higher than the 
  spell you are casting.
  miNor SpEll SyNThESiS
  You are able to synthesize lesser magic and cast multiple 
  spells from different sources at the same time.
  Prerequisites: 10 or more ranks in Spellcraft, mystic 
  theurge level 3rd
  Benefit: You can cast two spells, one from each of your 
  spellcasting classes, as a full-round action. Both of the 
  spells must have a casting time of no more than one stan-
  dard action and they must have the same casting time. 
  Additionally, the spells must be no higher than 2nd level. 
  You can make any decisions concerning the spells indepen-
  dently. You can use this ability a number of times per day 
  equal to one third of your mystic theurge level, in addition 
  to the spell synthesis ability you gain upon attaining 10th 
  level of mystic theurge.
  muSicAl mySTic
  Your study of the divine has given you inspiration for your 
  performances as well as additional mystical powers.
  Prerequisites: Wis 13+, bardic performance class feature, 
  mystic theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  bard for purposes of determining how many times you are 
  able to use your bardic performance ability per day and 
  what type of action it takes to begin a bardic performance. 
  In addition, once per day you can use your bardic perfor-
  mance ability to imitate the effects of a detect chaos, detect 
  
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  evil, detect good, or detect law spell. It lasts as long as 
  you continue to perform. Your caster level for this effect is 
  equal to your bard caster level, and the save DC is equal to 
  11 + your Wisdom modifier.
  mySTic blood
  Your mysticism serves to bring out your magical blood-
  line and makes your bloodline spells more versatile and 
  powerful.
  Prerequisites: Wis 13+, bloodline class feature, mystic 
  theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  sorcerer for purposes of determining which bonus blood-
  line spells you know. Additionally, you may prepare and 
  cast your sorcerous bloodline spells using your divine 
  spellcasting ability without using up a spell slot one level 
  higher than normal. Finally, your levels in all divine spell-
  casting classes are added to your sorcerer caster level when 
  casting spells from your sorcerous bloodline, regardless of 
  whether you prepared them or cast them spontaneously.
  mySTicAl EpiphANy
  You can sacrifice unused magical power to have an 
  epiphany and better perform a task.
  Prerequisites: Mystic theurge level 3rd
  Benefit: You are able to sacrifice uncast spells or spell 
  slots (for spontaneous casters) in order to gain a bonus to 
  a skill check that you are making. Sacrificing the spells is 
  part of the action of making the skill check and you must 
  choose to sacrifice them before you roll the check. You 
  can sacrifice any number of spells, and you gain a bonus 
  to your skill check equal to the total level of the spells 
  sacrificed, to a maximum of +1 per level of mystic theurge 
  you possess. If you sacrifice spells totaling more than this 
  amount, the extra benefit is lost.
  mySTicAl FirE
  You can harness any of your unspent magical energy to 
  become a deadly flame.
  Prerequisites: 12 or more ranks in Spellcraft, mystic 
  theurge level 4th
  Benefit: By sacrificing an uncast spell or unused spell 
  per day (for spontaneous casters), you can make a ranged 
  touch attack against a single target which deals 1d6 
  damage per level of the spell sacrificed. This attack counts 
  as a ray and deals fire damage. This ability takes a standard 
  action, and you may use it a number of times per day equal 
  to one half of your mystic theurge level. If the spell sacri-
  ficed was a divination spell you had prepared, it deals an 
  additional +1 point of damage per level of the spell sacri-
  ficed.
  mySTicAl ForESighT
  As you prepare your spells, you wisely save a spell slot 
  which you are able to quickly fill later with a spell you 
  need.
  Prerequisites: 9 or more ranks in Spellcraft, mystical 
  theurge level 3rd
  Benefit: When you prepare your spells for the day, you 
  may leave a spell slot that you would normally use to 
  prepare a spell empty. Later that day, as a full-round action 
  you can fill the slot with any spell that you would normally 
  have been able to prepare in it. You may then cast that spell 
  as if it had been prepared all along.
  Normal: Normally filling your unused spell slots takes a 
  long period of rest rather than a full-round action.
  mySTicAl rEFlExES
  You can instantly sacrifice magical energy in order to gain 
  a bonus to your reflex save.
  Prerequisites: 9 or more ranks in Spellcraft, mystic 
  theurge level 2nd
  Benefit: As an immediate action, by sacrificing an uncast 
  spell or unused spell per day (for spontaneous casters) 
  you can gain a bonus to a Reflex save. The bonus is equal 
  to the level of the sacrificed spell and applies to the next 
  single Reflex save that you make. Alternatively, you can 
  sacrifice a spell as a move action and gain a bonus equal to 
  one-third of the level of the spell to all of the Reflex saving 
  throws you make within a number of rounds equal to your 
  mystic theurge level.
  mySTic’S FAmiliAr
  Your familiar continues to gain in power as you advance 
  your mystical talents, and it gains the ability to use some 
  minor divination magic.
  Prerequisites: Wis 13+, Arcane bond (familiar) class 
  feature, mystic theurge level 1st
  Benefit: Your levels in the mystic theurge class count as 
  levels of a class which continue to advance the power of 
  your familiar. Additionally, your familiar gains the ability 
  to cast spells from the following list a number of times per 
  day equal to your Wisdom modifier: detect magic, detect 
  chaos, detect evil, detect good, detect law, and true strike. 
  The save DC is equal to 10 + your Wisdom modifier + the 
  level of the spell.
  
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  NATurAl ArcANA [mETAmAgic]
  You imbue an arcane spell with the neutral energy of 
  nature.
  Prerequisites: Nature bond class feature,  mystic theurge 
  level 1st
  Benefit: A Natural Arcana is an arcane spell that you have 
  imbued with divine energy so as to become a neutrally 
  aligned spell. The Difficulty Class to resist a spell imbued 
  with such energy increases by 2 for creatures that have 
  one non-neutral alignment (such as a creature that is 
  neutral good) or by 4 for creatures with two non-neutral 
  alignments (such as a creature that is lawful evil). The 
  Difficulty Class does not change for creatures which are 
  neutral. A Natural Arcana spell must be an arcane spell and 
  it uses up a spell slot 2 levels higher than the spell’s actual 
  level.
  NATurAl mySTic
  You are a student of matters both arcane and natural, and 
  your studies of their relations improve your bonds to the 
  natural world.
  Prerequisites: Cha or Int 13+ (see special), nature bond 
  and wild empathy class features, mystic theurge level 1st
  Benefit: Your levels in mystic theurge count as levels of 
  druid for purposes of determining the power of your nature 
  bond and wild empathy class features. In addition, once per 
  day you may sacrifice a prepared spell or unused spell slot 
  (for spontaneous casters) from your arcane spellcasting 
  class in order to spontaneously cast a summon nature’s ally 
  spell as with the spontaneous casting ability of the druid.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 13 or 
  higher.
  SubSTiTuTE SpEll poWEr
  You may sacrifice one spell in order to increase the diffi-
  culty to resist another that you are casting.
  Prerequisites: 12 or more ranks in Spellcraft, mystic 
  theurge level 5th
  Benefit: When you cast a spell, you may sacrifice a higher 
  level uncast spell or unused spell per day (for sponta-
  neous casters) in order to increase the Difficulty Class 
  of the saving throws to resist spell that you are casting. 
  The spell’s Difficulty Class increases to what would have 
  been the DC of the spell that you sacrificed, even if it was 
  calculated using a different ability score (i.e., if you sacri-
  fice an arcane spell to make a divine spell more powerful). 
  Alternatively, you may sacrifice a lower level spell as you 
  are casting a spell in order to increase the Difficulty Class 
  of the spell by 1. You gain no benefit from sacrificing an 
  orison or cantrip.
  TruE muSicAl mySTic
  Your study of the divine has given you great inspiration for 
  your performances and great mystical powers.
  Prerequisites: Wis 15+, bardic performance class feature, 
  mystic theurge level 3rd
  Benefit: Your levels in all classes which grant the ability 
  to cast divine spells count as levels of bard for purposes 
  of determining how many times you are able to use your 
  bardic performance ability per day and what type of action 
  it takes to begin a bardic performance. In addition, once 
  per day you can use your bardic performance ability to 
  imitate the effects of a scrying spell. Your divine focus is 
  the only focus needed for this casting. The spell lasts as 
  long as you continue to use your bardic performance. Your 
  caster level for this effect is equal to your bard caster level, 
  and the save DC is equal to 14 + your Wisdom modifier. 
  Otherwise the spell functions normally.
  TruE NATurAl mySTic 
  Your studies of nature and arcana are one and the same, 
  further improving your bonds with nature.
  Prerequisites: Cha or Int 15+ (see special), nature bond 
  and wild empathy class features, mystic theurge level 3rd
  Benefit: Your levels in all classes which grant the ability 
  to cast arcane spells count as levels of druid for purposes 
  of determining the power of your nature bond and wild 
  empathy class features. For example, a druid 3/wizard 3/
  mystic theurge 3 counts as a 9th level druid for these 
  purposes, including determining which domain spells the 
  druid possesses (if the druid’s nature bond is in that form) 
  and determining the druid’s caster level when casting these 
  domain spells. Additionally, you may sacrifice a spell 
  from your arcane spellcasting class to spontaneously cast 
  a summon nature’s ally spell (as with the Natural Mystic 
  feat) one additional time per day.
  Special: Your primary arcane spellcasting ability (Int 
  for wizards, Cha for sorcerers and bards) must be 15 or 
  higher.
  vErSATilE SpEll ENErgy 
  Whenever you sacrifice magical energy for another effect, 
  you can gain a temporary boon.
  Prerequisites: 11 or more ranks in Spellcraft, mystic 
  theurge level 4th
  Benefit: Whenever you sacrifice an uncast spell that you 
  have prepared or an unused spell slot (for spontaneous 
  
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  casters) in order to gain some other effect, such as casting 
  a different spell spontaneously or gaining the benefit of 
  a feat, you may choose to benefit from any one of the 
  following effects: gain 1 temporary hit point per level of 
  the spell sacrificed; heal yourself of 1 point of damage 
  per two levels of the spell sacrificed; gain a +1 bonus to 
  attack and damage rolls for 1 round per two levels of the 
  spell sacrificed; or gain a +1 bonus to your next saving 
  throw made within 1 round per level of the spell sacrificed. 
  Bonuses granted by this feat to the same type of roll do not 
  stack if they overlap.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  Undefeated 18, Copyright 2010, Louis Porter Jr. Design, Inc.
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