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==Cerebremancer (aka How To Actually Break Your Game)== For the most part, any decent optimizer in the 3.5 community will tell you that theurgy (the merging of two spellcasting progressions) is usually shit. Like, a fresh pile of steaming feces. You end up sacrificing spellcasting progression on both sides for the dubious benefit of more spells, and then most people don't even really optimize themselves for that. Which doesn't mean you can't win. [[Eldritch Theurge]] ([[cleric]]/[[warlock]]) is well-known for breaking much of that idea apart, and ultimate magus has a whole Goddamn church of heresy built around the action economy it creates with a sorcerer/wizard combo (made worse with certain Dragon Magazine feats that double-dip CL increases). Likewise, the cerebremancer using erudite as a chassis can potentially break action economy. See, with stuff like ''arcane spellsurge'' and ''celerity'', as well as a few ACFs and feats cherry-picked here and there to help it along, you too can become the Spellcasting Speed Demon. Mix in some powers that can be used to stack on effects to the spells you used, and it gets pretty silly. Your DM may get dicey about you getting a quickened power and a quickened spell per turn, but even if you don't, you're still getting faster spells than normal spontaneous metamagic normally allows. One quick example would be to use ''quickened arcane spellsurge'' as a power, then you can fire off a ''summon monster'' and a standard-action buff spell (''mage armor'', ''bear's endurance'', ''haste'', etc.) as a swift action, plus you still have a move action you haven't taken yet. Never mind the fact that you could be a lot of spellcasting classes that have SAD with erudite: focused specialist wizards, beguilers, and wu jen are all equally viable (but if you take warmage you will be judged a heretic). You can make a focused conjurer who sacks evocation, enchanting, and necromancy, and the erudite can fill in all those banned schools effectively (possibly without even learning the spells for evocation and/or enchanting, since psionics does better in those categories). You can make a transmuter who focuses on polymorphing, and even if you take a monstrous form that doesn't allow spellcasting, you still have a mind to use your psionics with. If your DM is silly enough to allow you to play a psychic theurge from The Mind's Eye web enhancements (which are pretty officially legit, more so than most DMs consider Dragon Magazine material to be), you just won the game: play an archivist/erudite/PT, and you can learn 99% of the spells in the entire game made available to you. This isn't for "free", of course: you have to become a fucking miser with time, XP, money, and possibly other resources, to the point that the most munchkin gamers may start giving you the side-eye. But if you can claw your way past the deficit in casting/manifesting levels, you will more than make up for it with the ability to be 20 different things for the party, based on what they need and having 8 hours of rest to become that thing. Really, though, if you're going this far, go ahead and grab Leadership and a psionic artificer cohort, and just become the new God-Emperor of D&D...
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