Houses of Magic Part 5 Theurgists

I got the very awesome Crimson Pandect from Sine Nomine has some really great new rules on variant magic users.  Wanting to get them into my campaign world, I’ve come up with more details on the previously monolithic Mage’s Guild. From this point, I’ll be talking about the specific houses.  I can’t list their unique spells from the Pandect, for obvious reasons, but I’m including the cross over spells from ACKS.  Today I’m talking about a magic that mixes divine and arcane forces to serve the greater desires of Law.

Read Part IV


All guild mages in Old Valas are tacitly members of the Church of Talia, the only Lawful god that readily accepts magicians.  Theurgists take this connection to the next level, become religious mage-priests that combine arcane and divine magic into one whole.

Though not given ecclesiastic rank within the church, the Church of Law does recognize the House of Theurgy as they might recognize monastic or ascetic orders, viewing them as allied organizations.  Politically it is beneficial to the church to have an ‘in’ with the mages guild to keep an eye on things.  The other mages tolerate this intrusion, though they view Theurgists for what they (mostly) are, rabid zealots.

Theurgy sacrifices a great deal of the usual magic that wizards are known for.  They have little elemental power, lack the ability to enhance others, movement related spells, or the ability to create new and strange environments.  In exchange, they gain a modicum of normally forbidden magic, such as healing, and smiting the unrighteous, purification, commanding, and summoning divine servitors.

Theurgists are known for their zealotry and gain a reaction bonus to Lawful individuals.  Their dedication to law allows them some resistance against compulsions and mental commands.  And at high level, their voice carries the authority of Law.  All sentient beings can understand them, if they so choose, and they can be heard clearly up to a half mile away if they so desire.  No force can silence them.

Proficiencies-They lose Black Lore, elementalism and transmogrification, but gain Contemplation, Divine Blessing, Divine Health

In addition to the spells listed on their spell list, they gain the following spells from ACKS:

Level 1-Angelic Choir, Summon Berserkers, Unseen Servant

Level 2-Cure Minor Wounds, Divine Grace, Shimmer, Summon Hero

Level 3-Cure Major Wounds, Command Person, Summon Winged Steed

Level 4-Smite Undead, Summon Fantastic Creature

Level 5-Atonement, Strength of Mind

Level 6-Enslave



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