From Compendium of Worldly Lore
Most of those who find themselves blessed (or cursed) with magic burning in their fiendish blood become warlocks, but a rare few study formal magic to better understand and control their powers. The result is the eldritch theurge, a master of both spells and invocations, a mage with the terrifying combination of potent spells and a reserve of abilities he can't possibly exhaust.
All eldritch theurges have levels in the warlock class, since this is the only currently known means to meet two of the requirements. Most eldritch theurges take levels in wizard since this allows fastest access to the class, but a significant number become sorcerers, taking advantage of their high Charisma. A few meet the requirements as bards, though this is exceptionally rare. Other combinations with arcane casting classes are possible, such as the wu jen or the dread necromancer but are at least as rare as the bard.
Role: Spell DPS
Characteristics: What happens when you combine the blasty shooty powers of a warlock, with that of an arcane caster? An Eldritch Theurge!
Source: Complete Mage
Game Rule Information
The Eldritch Theurge has the following game statistics.
Abilities: Charisma for slinging invocations and your skills, Intelligence for arcane casting (if not a charisma based caster) and your knowledges
Alignment: Any
Hit Die: d4
Starting Gold: N/A
Class Skills
The Eldritch Theurge's class skills are Bluff (Cha), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Eldritch Theurge.
Weapon and Armor Proficiency: A Eldritch Theurge is proficient with whatever they were already proficient with prior to taking levels in this class.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class (but not an invocation-using class) to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast.) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining caster level and invocations known.
Damage Reduction Su: Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction 1/cold iron at 1st level; this stacks with damage reduction gained from other sources.
Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level.
Fiendish Resilience Su: Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1.
At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source.
Spellblast Sp: This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect.
It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.
Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.
Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level).
Eldritch Spellweave Su: Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster).
Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast.
If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell.
You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1).
Greatreach Blast Sp: This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect.
It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast.
Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast.
Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level)