Theurgist
Copyright Cory Magel © 2015
Edited by Terence Wynne for The Guild Companion
"While not as powerful as a Healer they are much more competent on the field of battle and can defend themselves, as well as others, admirably well."
The Theurgists are Semi spell users who combine the realm of Arms with the realm of Channeling. Their base spells deal mainly with healing, with a little defensive ability for healing while in combat. While not as powerful as a Healer they are much more competent on the field of battle and can defend themselves, as well as others, admirably well.
Prime Stats: Intuition and Self Discipline
Special Notes: The Theurgist receives a special bonus of +20 to his
Transcend Armor skill.
Theurgist Spell Lists
Battlefield Lore : Protecting and
helping people on the battle-field.
Body Lore : Healing concussion hits, curing
stun and other illnesses.
Defense Lore : Combat defense.
Muscle/Bone Lore : Healing damaged
bones, muscles, and tendons.
Nerve/Organ Lore : Healing damaged
nerves and organs.
Pain Lore : Stopping bleeding and burning.
Profession Bonuses
| Armor Group | +5 |
| Awareness Group | +5 |
| Body Development | +10 |
| Self Control | +10 |
| Tech/Trade | +10 |
| Weapon Group | +10 |
Skills And Skill Categories
| Armor Heavy | 5/5/5 |
| Armor Light | 2/2/2 |
| Armor Medium | 4/4/4 |
| Artistic • Active | 2/5 |
| Artistic • Passive | 2/5 |
| Athletic • Brawn | 3/7 |
| Athletic • Endurance | 2/5 |
| Athletic • Gymnastic | 3/7 |
| Awareness • Perception | 4/12 |
| Awareness • Searching | 2/6 |
| Awareness • Senses | 3/7 |
| Body Development | 4/10 |
| Combat Maneuvers | 4/10 |
| Communications | 2/2/2 |
| Crafts | 4/10 |
| Directed Spells | 20 |
| Influence | 2/6 |
| Lore • General | 1/3 |
| Lore • Magical | 2/5 |
| Lore • Obscure | 3/7 |
| Lore • Technical | 2/6 |
| Martial Arts • Strikes | 3 |
| Martial Arts • Sweeps | 3 |
| Outdoor • Animal | 2/7 |
| Outdoor • Environmental | 2/7 |
| Power Awareness | 3/7 |
| Power Manipulation | 6/12 |
| Power Point Development | 8 |
| Science • Basic | 1/4 |
| Science • Specialized | 6/14 |
| Self Control | 2/7 |
| Special Attacks | 6 |
| Special Defenses | 40 |
| Subterfuge • Attack | 15 |
| Subterfuge • Mechanics | 8 |
| Subterfuge • Stealth | 6 |
| Technical • General | 3/7 |
| Technical • Professional | 8 |
| Technical • Vocational | 5/12 |
| Urban | 3 |
| Weapon • Category 1 | 3/9 |
| Weapon • Category 2 | 6 |
| Weapon • Category 3 | 7 |
| Weapon • Category 4 | 8 |
| Weapon • Category 5 | 10 |
| Weapon • Category 6 | 15 |
| Weapon • Category 7 | 15 |
Everyman: Time Sense, Herb Lore, Use Prepared Herbs, Preparing
Herbs, and a choice of Second Aid or Surgery.
Occupational: First Aid
Restricted Skills: None
Spell Development
| Base list (all) | 6/6/6 |
| Closed list (1-5) | 10/10 |
| Open list (1-10) | 8/8 |
| Closed list (6-10) | 12 |
| Open list (11-15) | 12 |
| Closed list (11-15) | 25 |
| Open list (16-20) | 18 |
| Closed list (16-20) | 40 |
| Open list (21+) | 25 |
| Closed list (21+) | 60 |
| First 5 lists developed in a given level: | x1 cost |
| 6th - 10th lists developed in a given level: | x2 cost |
| 11th - up lists developed in a given level: | x4 cost |