Mystic Theurge

Mystic theurges are undisputed masters of magic, keepers of arcane traditions thought of as esoteric even when magic ruled entire worlds. Now the tradition of mystic theurges is old and nearly forgotten, though the power they command certainly hasn’t dwindled. In ancient times, mystic theurges harnessed the power of gods and men simultaneously, brandishing arcane and divine magic with equal skill. But as centuries passed and turned into millennia, the arts of the mystic theurge changed with them. As the lines between arcane, divine, and psychic magics blurred together, mystic theurges found themselves blurring together new, emerging traditions of magic to incredible effect. Today, a mystic theurge might be a master of the old ways and a devout follower to a god, a master of bardic music who dabbles in technomancy, or a mystic who has had the secrets of paladins revealed to them.

Mystic theurges place no boundaries on their magical abilities and find no irreconcilable paradox between the spellcasting classes they choose. They seek magic in all its forms, finding no reason or logic in denying themselves spellcasting instruction by limiting their knowledge to one stifling paradigm, though many are simply hungry for limitless power. No matter their motivations, mystic theurges believe in the worthwhileness of studying and mastering magic, even if the world around them has long since lost interest in eldritch secrets and the power that comes from discovering them. Spellcasting classes mentioned in these rules that are not in the Starfinder Core Rulebook can be found in Starfarer’s Companion.

Special: You can only add this archetype to a class with the spells class feature.

Alternate Class Features

The mystic theurge grants alternate class features at 2nd, 4th, 6th, 9th, 12th, and 18th level.

Esoteric Spell Lore - 2nd, 4th, 6th, 12th, and 18th Level

Choose one spell list other than your class’s spell list. At 2nd, 4th, 6th, 12th, and 18th level, you choose one spell from your chosen spell list that is not on your class’s spell list and add it to your class’s spell list and to your list of spells known, if applicable. If you prepare spells from a familiar, spell cache, spellbook, or similar reciprocal, you add the chosen spell to your reciprocal instead. Once you have chosen a spell with this ability, it cannot be changed. However, if you choose a variable level spell with this ability and later choose a higher-level version of that spell you can replace the lower-level version of the spell with a different spell of the same spell level, as usual for variable-level spells. You cannot choose a spell list with this ability if the class associated with that spell list has an alignment, race, or similar restriction that you do not meet. (For instance, you must be Lawful Good to choose the paladin spell list.) This ability doesn’t allow you to access any bonus spells associated with the chosen spell list’s class; for example, if you choose the mystic spell list, you cannot choose spells from a mystic connection.

When you chose a spell with this ability, you must choose a spell whose level is at least one level lower than the highest-level spell that you can cast. If your class gains access to 7th level and higher spells (such as cleric or wizard) and your chosen spell list’s highest level of spell is 6th level or lower, the level of any spell that you choose with this ability cannot be higher than half the level of the highest-level spell slot that you possess +1.

Spell Synthesis (Su) - 9th Level

You can cast two spells, one from your class’s spell list and one that you chose with the esoteric spell lore alternate class feature, as a full action. Both spells must have a casting time of a standard action or less, and you must spend 1 Resolve Point to use this ability. You make any decisions concerning the spells independently.

If you spend 2 Resolve Points instead of 1, you can enhance these spells to be more difficult to resist. You gain a +2 bonus on caster level checks made to overcome the target’s spell resistance with both spells, if any.

New Feat

While the following feat complements the mystic theurge archetype, any character who meets its prerequisites can gain this feat.

Combine Spells

You can cast spells from one spellcasting class using another class’s spell slots.

Prerequisites: Able to cast 1st-level spells in two or more different spellcasting classes.

Benefit: You can cast 1st-level or lower spells from one of your spellcasting classes using available spell slots from any of your other spellcasting classes. When doing so, the spell counts as being 1 level higher than normal for the purpose of determining the level of spell slot needed to cast the spell. (For instance, casting a 1st-level technomancer spell using a mystic spell slot requires a 2nd-level mystic spell slot.) This ability cannot be used to cast a spell at a lower level if the spell exists on both spell lists. Special: You can select this feat multiple times. Each time you select it, it applies to spells that are 1 spell level higher.

For instance, the second time you select Combine Spells, it applies to 2nd level or lower spells. The third time you select it, it applies to 3rd level or lower spells, and so on. You cannot select this feat an additional time if you would be unable to cast spells of this spell level. For example, you must be able to cast 2nd level spells in at least one spellcasting class to select this feat a second time, you must be able to cast 3rd level spells in at least one spellcasting class to select this feat a third time, and so on.


Star Log.EM-008: Mystic Theurge from Everyman Gaming
Archetype Mystic Theurge
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