Theurgical Pacts

In addition to the familiar that Hand theurgists have access to, they can instead choose to learn different kind of magic, that instead allows them to enhance an ally for a limited amount of time, rather than receiving the assistance of an intermediary with spirits.  If they choose, the theurgist can make themselves the target of their pact.

This option was found on Earth pre-Unity contact as well, but it was uncommon and classified as an Oddity by the SDA.

Character Level Pact Augmentations Ability Score Boosts Special
1st-2nd 0 +2 Pact Boost, Artifact
3rd-4th 1 +2/+2 Artifact Ability
5th-6th 1 +2/+2/+2 Reactionary Boost
7th-8th 2 +4/+2/+2 Theurgist’s Prerogative 1/Day or Bonus Artifact Ability
9th-10th 2 +4/+4/+2 Summon 1/Day or Rapid Shift x1
11th-12th 3 +4/+4/+4 I Am With You / Lone Wolf
13th-14th 3 +6/+4/+4 Theurgist’s Prerogative 2/Day (or nothing)
15th-16th 4 +6/+6/+4 Summon 2/Day or Rapid Shift x2
17th-18th 4 +6/+6/+6 Second Pact
19th-20th 5 +8/+6/+6 Theurgist’s Prerogative 3/Day (or nothing)

Pact Boost – A theurgist can provide ability score boosts, as well as other benefits, to the target of their pact for a limited number of rounds per day.  These bonuses can be activated by the theurgist as a standard action, and can be used for a number of rounds per day equal to 4 + Theurgist’s Wisdom Modifier.  Each character level gained by the Theurgist adds an additional 2 rounds of duration.  These rounds can be used in 1-round increments, and the bonuses can be disabled as a free action on the theurgist’s turn.  If the theurgist falls unconscious, the boosts automatically end.  A theurgist must be able to see the target of their pact to activate these bonuses, but the bonuses do not end if line of sight is lost.  Any hit points gained via increased Constitution are treated as temporary HP.

Artifact – The target of a theurgist’s pact is provided with an enhanced item referred to as an artifact (no relation to ‘proper’ artifacts).  This functions like a regular magical device, except that it uses the Theurgist’s character level and statistics to determine its abilities, and the item is not intelligent.  It’s power can be evoked the normal number of times per day at the whim of the target of the pact.  The item is automatically given the Change Mode standard ability for free, but this can only change the item to a non-weapon item if the item is a weapon, and to a weapon if the item is a non-weapon.  Gloves and staffs count as weapons in regards to this.

Pact Augmentations – Beginning at level 3, the theurgist grants additional abilities to the target of their pact.  These abilities are only active while the Pact Boost is in effect.  As you increase in level, you may choose additional augmentations.  Augmentations stack with themselves, and you may select them more than once.  Once you have chosen an Augmentation, you cannot change it.

  • Energy Resistance 5 (the theurgist chooses the Energy Type)
  • Damage Reduction 1.  This stacks with other sources of Damage Reduction.
  • +1 insight bonus to Defenses
  • +1 insight bonus on attack rolls
  • +1 insight bonus on damage rolls
  • +2 insight bonus on Initiative checks – if this would have increased your initiative score enough to change your place in the initiative order, you move in the order accordingly.

Artifact Ability – Upon reaching level 3, the artifact provided by the theurgist receives an additional special ability, determined by the GM.  The ability is usually somehow linked to the personality of the target of the pact.  This ability is only active while the Pact Boost is in effect.

Reactionary Boost – Upon reaching 5th level, a Theurgist can activate Pact Boost as a reaction during the target of their pact’s turn, or whenever the target of their pact is attacked.  However, this uses up the theurgist’s standard action on their next turn.

Theurgist’s Prerogative – Upon reaching 7th level, a theurgist can temporarily summon a duplicate of the artifact granted to the target of their pact, which also benefits from the Artifact Ability feature.  This can be done once per day at level 7 and an additional time per day for every 6 levels thereafter.  This duplicate lasts for 3+WIS Modifier rounds.  A theurgist who has entered into a pact with themselves instead receives the Bonus Artifact Ability feature.

Bonus Artifact Ability – A theurgist who has entered into a pact with themselves has an additional ability determined by the GM added to their artifact.  This additional ability is only active while the Pact Boost is in effect.

Summon – A theurgist can summon the target of their pact as a full-round action from a distance of up to 10 kilometers away.  This functions as a Teleport incantation, with no chance of failure.  This can be used once per day at level 9, and one additional time per day for every 6 levels thereafter.  A theurgist who’s pact is with themselves instead receives the Rapid Shift feature.

Rapid Shift – A theurgist who makes a pact with themselves instead receives a use of the Fold Space spell added to their spell suite.  An additional use is added every 6 levels thereafter.

I Am With You – A theurgist and the target of their pact are always considered to be aiding each other on skill checks as long as they are within line of sight of each other.  If the theurgist’s pact is with themselves, they instead receive the Lone Wolf feature.

Lone Wolf – A theurgist who’s pact is with themselves has learned how to survive on their own and receives a +2 to all skill checks, as if they were aided by another character.  This bonus stacks with Aid Another.

Second Pact – At level 17, a theurgist can enter into a pact with a second target at a time, however this additional pact only functions as if the theurgist’s level was half of their character level.  If they choose so, they can instead gain a familiar that functions as if their level was half of their character level.  If the Theurgist qualifies for other forms of Theurgy, such as Yoitsuni Servant Summoning, they can select that instead.

Epic Space Adventures Abound!