Post by Yojimbo on Jul 15, 2009 4:30:12 GMT
Sage of the Deep
26 Wizard/13 Cleric/1 Ranger
This build is a Theurge, which is a combination of the classes Wizard and Cleric, you get increased spell penetration and decreased caster levels. The real benefit to this build is you have access to both classes spell books with some limitations. You can't use level 9 spells without adequate levels of the class, i.e. 17 Wizard levels for level 9 spells. You can however use the slots for metamagics if you have enough of the class casting stat, i.e. 19+ points of intelligence for wizard's level 9 slots. This build chose to dedicate more levels to Wizard than Cleric. Because of my domain choices and personal preference I go with the 13/26/1 class spread to allow epics and enable a few key spells in the secondary class.
Sub-race choice:
Svirfneblin
There are few open sub-races that benefit wizard or cleric without a penalty to the other class. Sverfneblin does not give any benefit to Wizard other than as a gnome a free Spell Focus in Illusion while giving you +2 to Wisdom stat for Cleric. You also gain bonus skill points of 2 per level however for levels 1 to 40 you will not get them until level 41. You will not receive any experience point penalty for dual classing because Cleric is a favored class of the Svirfneblin.
Class choices:
-Wizard (Wiz): The wizard class gives you many attack based and instant death spells at your disposal and bonus feats during normal levels. HG has special epic spells for each spell school focus and they require 25 minimum of the caster class.
-Cleric (Clr): The Cleric will have access to 2 Domains, which often provide bonus spells though many will cross over with your Wizard spell book. You also have a wide variety of healing and resurrection spells. Spells do not need to be learned they are added to your spell book when you achieve the proper spell level.
-Ranger (Rng): This provides an additional feat which is used for a spell focus. The class also has Discipline and Listen as class feats which can help improve the builds stability and power.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Please note that Tumble uses base ranks only.
Starting Stats:
Sub-race Edits:
Pre-Epic:
Pre Epic Notes:
You can choose whatever spell foci you want however you are given the first for free in Illusion I would suggest keeping it.
The Domains are up to you Fire gets you a few good Wizard spells in your Cleric Book and Plant grants you Creeping Doom which will benefit from Illusion focus.
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Legendary:
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest evocation but it is up to you.
My Calculation gives you skill points to spare I really don't see any useful places to put them so put them where you want.
Final Stats:
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Spell School Choices:
The spell schools I chose seem best suited for this type build and below is a quick list of reasoning you are free to select any spell schools of your choosing.
Illusion: Free foci from race as well it is the top defensive school in an arcane caster with a good instant death spell
Transmutation: Good all around school has crowd control, physical damage, and instant death options available to you
Conjuration: A variety of damage and soup spells
Evocation: Damage spells which are less reliant on DC and Hands for disabling some nasty enemies
Spell Selection Notes:
As a Wizard you will be able to get all spells however you will not be able to get them all from leveling up. Focus on getting the spells for your schools first and any of the harder to find spell scrolls or those that can't be scribed. What spells to use where is too vast a topic so ask your party and study on the spell changes in HGE found here.
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted. You can drop 2 INT at start and bump WIS by 2 to enable the use of level 9 spell slots for meta magics. This toon is small sized so if you use a caster staff you won't be able to use a flag or torch so I suggest a Fashion Accessory such as Susurrus of Sorcere and a Flag/Torch or Shield in the off hand.
Paragon Feats:
Paragon notes:
Take Polymathy first for access to Karsus to cast all spells Empowered, Maximized, Extended, and +2 DC for 1 turn. I would say if you manage to stick to this build to level 80 would will be better served by having PSF in your 3 LSF schools and having the PSK Transmutation to be able to Wall off enemies and picking up the PSK before continuing to pick up more PSF will help aid parties more. I also prioritize Spell Penetration over the Foci because this build has 1 less SP than a pure Theurge would normally have.
26 Wizard/13 Cleric/1 Ranger
This build is a Theurge, which is a combination of the classes Wizard and Cleric, you get increased spell penetration and decreased caster levels. The real benefit to this build is you have access to both classes spell books with some limitations. You can't use level 9 spells without adequate levels of the class, i.e. 17 Wizard levels for level 9 spells. You can however use the slots for metamagics if you have enough of the class casting stat, i.e. 19+ points of intelligence for wizard's level 9 slots. This build chose to dedicate more levels to Wizard than Cleric. Because of my domain choices and personal preference I go with the 13/26/1 class spread to allow epics and enable a few key spells in the secondary class.
Requirements
Must have 9 levels of Cleric, 9 levels of Wizard, 18 base Intelligence, and 18 base Wisdom before level 20.
Benefits
On achieving Theurge status at level 18 or 19, the Theurge receives Epic Skill Focus (Spellcraft) as a free feat.
Spells
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) - 1 to calculate caster level.
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) + 1 to calculate spell penetration.
All spells follow standard rules for calculating DC.
Must have 9 levels of Cleric, 9 levels of Wizard, 18 base Intelligence, and 18 base Wisdom before level 20.
Benefits
On achieving Theurge status at level 18 or 19, the Theurge receives Epic Skill Focus (Spellcraft) as a free feat.
Spells
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) - 1 to calculate caster level.
All cleric and wizard spells use (cleric level + wizard level + legendary levels if control class is cleric or wizard) + 1 to calculate spell penetration.
All spells follow standard rules for calculating DC.
Sub-race choice:
Svirfneblin
"Gnome - Svirfneblin" - requires Gnome base SR0 +1/lvl, CON -2, CHR -2, DEX +2, WIS +2, free feat: Darkvision, saves +2, listen +2, hide +2, speaks Undercommon
There are few open sub-races that benefit wizard or cleric without a penalty to the other class. Sverfneblin does not give any benefit to Wizard other than as a gnome a free Spell Focus in Illusion while giving you +2 to Wisdom stat for Cleric. You also gain bonus skill points of 2 per level however for levels 1 to 40 you will not get them until level 41. You will not receive any experience point penalty for dual classing because Cleric is a favored class of the Svirfneblin.
Class choices:
-Wizard (Wiz): The wizard class gives you many attack based and instant death spells at your disposal and bonus feats during normal levels. HG has special epic spells for each spell school focus and they require 25 minimum of the caster class.
-Cleric (Clr): The Cleric will have access to 2 Domains, which often provide bonus spells though many will cross over with your Wizard spell book. You also have a wide variety of healing and resurrection spells. Spells do not need to be learned they are added to your spell book when you achieve the proper spell level.
-Ranger (Rng): This provides an additional feat which is used for a spell focus. The class also has Discipline and Listen as class feats which can help improve the builds stability and power.
The tables below will guide you through the leveling process notes on it can be found at the end of each section. Items which have a note at the end of their section will be marked with a *. Before we start I will highlight a few of the benefits this build takes advantage of.
Craft Armor
- Now grants +1 AC per 40 points.
Craft Weapon
- Now grants +1 AB per 40 points when wielding a weapon.
Listen
- Increases your chances of hitting concealed enemies. Up to a skill of 60, the enemy concealment drops to (Concealment ** (1 + (Listen skill / 60))). With a skill above 60, the enemy concealment drops to (Concealment ** (1.5 + (Listen skill / 120))).
- A Listen skill of 60 is equivalent to having the Blind-Fight feat in reducing enemy concealment, and skill and feat do not stack. '**' is the exponentiation operator.
- If the above sounds too complex, remember that effective enemy conceal will be shown in-game.
- Being deafened halves your effective listen skill - after all other calculations
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Spot
- Spot skill now increases the DC of pick pocket attempts against you, by 1 point per point of Spot skill.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
- Now grants +1 AC per 40 points.
Craft Weapon
- Now grants +1 AB per 40 points when wielding a weapon.
Listen
- Increases your chances of hitting concealed enemies. Up to a skill of 60, the enemy concealment drops to (Concealment ** (1 + (Listen skill / 60))). With a skill above 60, the enemy concealment drops to (Concealment ** (1.5 + (Listen skill / 120))).
- A Listen skill of 60 is equivalent to having the Blind-Fight feat in reducing enemy concealment, and skill and feat do not stack. '**' is the exponentiation operator.
- If the above sounds too complex, remember that effective enemy conceal will be shown in-game.
- Being deafened halves your effective listen skill - after all other calculations
Lore
- Can be used to increase the damage of elemental damage spells. The minimum Lore to receive a bonus is 21, and the bonuses increase through Lore 120, which grants 100% of the possible bonus in the area.
Parry
- Reduces damage taken from critical hits. The total damage taken is reduced by 1% per 2 points of Parry skill above 20, to a maximum of 50% with a skill of 120.
- A skill of 100 or higher grants immunity to Assassin Mortal Strike.
Spot
- Spot skill now increases the DC of pick pocket attempts against you, by 1 point per point of Spot skill.
Tumble
- AC bonus is now capped at 12 - (PM + RDD AC bonuses), with a minimum cap of 6.
- If you have 5 points of AC from RDD levels, for example, the most AC you can get from Tumble ranks is 7.
- The 2 base AC from level 1 of Pale Master do not count in this calculation.
- Tumble can lower the duration of some knockdown attacks. If there is a chance of this, you will see a Tumble check when you are being knocked down.
Legendary Spell Feats
- Legendary Spell Focus feats require the respective Epic Focus and add an additional 2 to the chosen school's spell DCs.
- Legendary Spell Penetration requires Epic Spell Penetration and adds 2 to the check to beat a creature's SR.
Autocaster
- There is an autocaster available that stores and queues casting of buffs automatically.
- It can be acquired from a pedestal in the Item Shop in town.
Epic Spells
- Bards, Clerics, Druids, Pale Masters, Sorcerers, and Wizards can each find a series of eight class-specific epic spells in game, one for each school.
- These require 25 class levels, 40 total levels, and Epic Spell Focus in the appropriate school to learn and use.
- Sorcerers, Wizards, and Pale Masters draw epic spells from the same pool.
- The location of the spells is secret, and you must find someone or something to teach you each spell.
Feat Books
- There are several series of books in the game which can add feats to characters.
- A character may only use one book from each series ever, and once read, the chosen book cannot be changed.
- The books have level prerequisites to use, but characters do not need prerequisite feats or abilities to gain the feats granted by the books.
- Tomes of Ancient Lore add Epic Spell Focus in a single school, or Epic Spell Penetration.
- Pandects of Darkest Secrets add other feats.
- Epodes give Legendary Form Focus 3 to a shifter who already has the base shape feat of that type.
Please note that Tumble uses base ranks only.
Starting Stats:
Level 1 | Wiz (1) | STR: 6 DEX: 8 CON: 14 WIS: 16 INT: 18 CHA: 8 | Spell Penetration | Concentration: 4 Heal: 4 Lore: 4 Spellcraft: 4 | Any Alignment |
Sub-race Edits:
DEX: 10 CON: 12 WIS: 18 CHA: 6 | Darkvision | Hide +2 Listen +2 | Spell Resistance: 0+Lvl | Universal Saves +2 | Speaks Undercommon |
Pre-Epic:
Level 2 | Wiz (2) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 3 | Wiz (3) | Greater Spell Focus Illusion* | Concentration +1 Lore +1 Spellcraft +1 | |
Level 4 | Wiz (4) | INT +1 (19) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 5 | Wiz (5) | Spell Focus Conjuration | Concentration +1 Lore +1 Spellcraft +1 | |
Level 6 | Wiz (6) | Greater Spell Focus Conjuration | Concentration +1 Lore +1 Spellcraft +1 | |
Level 7 | Wiz (7) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 8 | Wiz 8) | INT +1 (20) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 9 | Wiz (9) | Great Spell Penetration | Concentration +1 Lore +1 Spellcraft +1 | |
Level 10 | Clr (1) | Domain Fire* Domain Plant | Concentration +1 Lore +1 Spellcraft +1 | |
Level 11 | Clr (2) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 12 | Clr (3) | INT +1 (21) | Spell Focus Transmutation | Concentration +1 Lore +1 Spellcraft +1 |
Level 13 | Clr (4) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 14 | Clr (5) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 15 | Clr (6) | Extended Spell* | Concentration +1 Lore +1 Spellcraft +1 | |
Level 16 | Clr (7) | INT +1 (22) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 17 | Clr (8) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 18 | Clr (9) | Greater Spell Focus Transmutation | Concentration +1 Lore +1 Spellcraft +1 | |
Level 19 | Clr (10) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 20 | Clr (11) | INT +1 (23) | Concentration +1 Lore +1 Spellcraft +1 |
Pre Epic Notes:
You can choose whatever spell foci you want however you are given the first for free in Illusion I would suggest keeping it.
The Domains are up to you Fire gets you a few good Wizard spells in your Cleric Book and Plant grants you Creeping Doom which will benefit from Illusion focus.
Metamagics are very useful if you have HGE as they will work for all spells of the proper level though they will not provide a benefit to all spells outside of more places to keep them memorized.
Epic:
Level 21 | Wiz (10) | Great Intelligence I Great Intelligence II (25) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 22 | Wiz (11) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 23 | Wiz (12) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 24 | Wiz (13) | INT +1 (26) | Great Intelligence III (27) | Concentration +1 Lore +1 Spellcraft +1 |
Level 25 | Wiz (14) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 26 | Wiz (15) | Great Intelligence IV (28) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 27 | Wiz (16) | Great Intelligence V (29) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 28 | Wiz (17) | INT +1 (30) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 29 | Wiz (18) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 30 | Wiz (19) | Great Intelligence VI (31) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 31 | Wiz (20) | Great Intelligence VII (32) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 32 | Wiz (21) | INT +1 (33) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 33 | Wiz (22) | Great Intelligence VIII (34) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 34 | Wiz (23) | Great Intelligence IX (35) | Concentration +1 Lore +1 Spellcraft +1 | |
Level 35 | Wiz (24) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 36 | Wiz (25) | INT +1 (36) | Great Intelligence X (37) | Concentration +1 Lore +1 Spellcraft +1 |
Level 37 | Wiz (26) | Epic Spell Focus Illusion | Concentration +1 Lore +1 Spellcraft +1 | |
Level 38 | Clr (12) | Concentration +1 Lore +1 Spellcraft +1 | ||
Level 39 | Clr (13) | Epic Spell Focus Conjuration | Concentration +1 Lore +1 Spellcraft +1 Taunt +42 | |
Level 40 | Rng (1) | INT +1 (38) | Epic Spell Focus Transmutation | Concentration +1 Discipline +43 Listen +43 Lore +1 Parry +43 Search +43 Set Trap +43 |
Legendary:
Level 41 | Wiz (27) | Craft Armor (CA) +44 Concentration +1 Heal +44 Lore +1 Spellcraft +2 | ||
Level 42 | Wiz (28) | INT +1 (39) | Epic Spell Penetration | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 43 | Wiz (29) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 44 | Wiz (30) | INT +1 (40) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 45 | Wiz (31) | Legendary Spell Penetration | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 46 | Wiz (32) | INT +1 (41) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 47 | Wiz (33) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 48 | Wiz (34) | INT +1 (42) | Legendary Spell Focus Illusion | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 49 | Wiz (35) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 50 | Wiz (36) | INT +1 (43) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 51 | Wiz (37) | Legendary Spell Focus Transmutation | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 52 | Wiz (38) | INT +1 (44) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 53 | Wiz (39) | Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 54 | Wiz (40) | INT +1 (45) | Legendary Spell Focus Conjuration | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 |
Level 55 | Wiz (41) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 56 | Wiz (42) | INT +1 (46) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 57 | Wiz (43) | Legendary Spell Focus Evocation* | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 58 | Wiz (44) | INT +1 (47) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | |
Level 59 | Wiz (45) | CA +1 Concentration +1 Heal +1 Lore +1 Spellcraft +1 | ||
Level 60 | Wiz (46) | INT +1 (48) | Empowered Spell | Appraise +31 CA +1 Craft Trap +63 Concentration +1 Heal +1 Lore +1 Spellcraft +1 Tumble +31 |
Legendary Notes:
You can read a tome at level 41+ to gain an additional Epic Spell Focus I suggest evocation but it is up to you.
My Calculation gives you skill points to spare I really don't see any useful places to put them so put them where you want.
Final Stats:
Wizard 46 Cleric 13 Ranger 1 | STR: 6 DEX: 10 CON: 12 WIS: 18 INT: 48 CHA: 6 | Appraise: 31 Craft Armor: 63 Craft Trap: 63 Concentration: 63 Discipline: 43 Heal: 63 Listen: 43 Lore: 63 Parry: 43 Set Trap: 43 Spellcraft: 63 Taunt: 42 Tumble: 31 | Fortitude: 52 Reflex: 48 Will: 58 | SR: 60 | SP: 68 |
I don't see a need for Melee AB or AC as both will be low and you will not rely on them.
Saves are given with +12 stat boosts. SP is given w/o possible boost or d20 roll.
Spell School Choices:
The spell schools I chose seem best suited for this type build and below is a quick list of reasoning you are free to select any spell schools of your choosing.
Illusion: Free foci from race as well it is the top defensive school in an arcane caster with a good instant death spell
Transmutation: Good all around school has crowd control, physical damage, and instant death options available to you
Conjuration: A variety of damage and soup spells
Evocation: Damage spells which are less reliant on DC and Hands for disabling some nasty enemies
Spell Selection Notes:
As a Wizard you will be able to get all spells however you will not be able to get them all from leveling up. Focus on getting the spells for your schools first and any of the harder to find spell scrolls or those that can't be scribed. What spells to use where is too vast a topic so ask your party and study on the spell changes in HGE found here.
HGE User Notes:
The HGE Hak adds new spells and enables you to do a little more with Metamagics so it is very worthwhile investment for a caster.
Final Notes:
If you can find or acquire a vial of a specific dragon's blood you can gain the Combat Casting feat for free which help prevent casting from being interrupted. You can drop 2 INT at start and bump WIS by 2 to enable the use of level 9 spell slots for meta magics. This toon is small sized so if you use a caster staff you won't be able to use a flag or torch so I suggest a Fashion Accessory such as Susurrus of Sorcere and a Flag/Torch or Shield in the off hand.
Paragon Feats:
Level 63 | Paragon of Polymathy |
Level 66 | Paragon Spell Penetration |
Level 69 | Paragon Spell Focus: Transmutation |
Level 72 | Paragon Spell Knowledge: Transmutation |
Level 75 | Paragon Spell Focus: Conjuration |
Level 78 | Paragon Spell Focus: Evocation |
Paragon notes:
Take Polymathy first for access to Karsus to cast all spells Empowered, Maximized, Extended, and +2 DC for 1 turn. I would say if you manage to stick to this build to level 80 would will be better served by having PSF in your 3 LSF schools and having the PSK Transmutation to be able to Wall off enemies and picking up the PSK before continuing to pick up more PSF will help aid parties more. I also prioritize Spell Penetration over the Foci because this build has 1 less SP than a pure Theurge would normally have.