Justdamohr
2007-09-27, 01:13 AM
All right here is a base spell casting class I devised. Its a lot more simple than the Spirit Warrior that I created earlier. It's somewhat drawn off the concept of the Spell Thief but more my perception of innate spell casters. If you have any suggestions, like always, I'd gladly like to hear them. Thank you for taking the time to read the Sages. Hope you enjoy. D. :smallbiggrin:
Prodigies
They are the exemplars of the divine and arcane arts, similarly to Mystic Theurges though Prodigies are in a class of their own for they possess a supernatural ability to observe, comprehend and emulate the casting arts without even studying a book or calling up a divine entity. Spell casters who encounter Prodigies quite often find themselves defeated by their own repertoire and warriors have discovered themselves victim to contradictory spells; at one moment they are encased within bars of force and the next struck dead by divine fire from the heavens. These variations have made Prodigies incomprehensible to not only the mere commoner but well studied scholars and those who have ever attempted to understand them have only suffered more pains than their worth. However what is known about Prodigies is that they are a most peculiar group and one to stay wary of, particularly for spell casters who seem to be the most prominent prey of this arising people.
Adventuring: Prodigies are by nature adventurers for the simple fact that their power is drawn from other people and therefore requires the necessity of encounters. In most cases, Prodigies tend to start fights, often with spell casters, ridiculing or badgering their opponents for the sake of having them strike them with power, only to then learn it and emulate it in response. They rarely ever keep to themselves, as doing so does not benefit them. They tend to enjoy working in parties especially those heavily endowed with both divine and arcane spell casters. The more variation, the more they learn, the more they learn the more powerful they become. When alone, Prodigies often seek out magical beasts for they possess gifts to which Prodigies can emulate as well; spell-like abilities. As rare stones and vast hordes of platinum are the valued prizes of rogues so to are spell-like abilities to Prodigies and there are very few who would sacrifice the chance in attaining one.
Alignment: Prodigies by nature are chaotic. They are a wild people who find the monotony of studying and books and the reliance on gods to be the mishaps and hindrances of spell casters. They value experiencing magic in the natural world, indulging in its freedom and in that state, mastering it. They believe magic is to be gained from others and by oral tradition, not from pages or from aloof entities. But for all their wildness, they do have some reservation as it is necessary for their survival. Since most of their power comes from others, they require a sense of moderation as to act irrationally on a constant basis would only result in their immediate demise. For the most part Sages are a selfish people, as they tend to act for their own reasons, sometimes with little regard to others. Naturally there are some who dont intend this, and then others who do. The first tending to be chaotic good people and the latter, chaotic evil but for the most part, Sages are chaotic neutral, living for themselves and for the empowerment of their innate abilities.
Religion: Most Prodigies are followers of Fharlanghn for he is a neutral figure that embodies the universal ideals of adventuring and freedom, the passions of most Sages. Second to him is Obad-Hai, mainly because he is the embodiment of nature however Prodigies find his roots strictly in the divine arts rather limiting and therefore do not revere him as highly as Fharlanghn, although he is well respected amongst Prodigies and recognized equally. Although Olidammara would make most sense for Prodigies, he is in fact rarely followed because of his love for pointless gold and jewels; Prodigies prize magic and for this reason find him a trivial god, even though they understand his passion. There are some who follow Corellon, although their numbers are few as many Prodigies find him to be like most gods, an obnoxious representation of a races ideals, in this case the elves, and thus limiting; yet still he is good and chaotic in his own manner and therefore sometimes praised. For Prodigies who love to watch the world collapse, Erythnul is their god of choice; as the exemplar of brutality he perfectly represents the passions of Prodigies who only seek to learn from their opponents but brutally destroy them in the process as well.
Background and Races: The most common Prodigies tend to be Half-Orcs. Since they do not rely on intelligence nor on common sense, the ways of Prodigies matches perfectly with their natural abilities; combined with their physical strength and natural aggression, they are can be the most formidable of Prodigies, although Half-Elves match them equally as they are well known travelers and for the most part well liked by many and therefore have higher chances of being exposed to greater magic. Still the two of them are well matched. Second to them are in fact Halflings and Gnomes who are perfect exemplars of the Prodigies chaotic ways. They tend to be the most mischievous and cunning of Sages and quite often the most overlooked, which only makes their effectiveness all the more threatening. Elves have been known to be Prodigies although many cling so closely to their tomes and studies that few risk the venture beyond their arcane familiarity, still there are some who do so and find themselves equally content with their choice. Humans, despite their innate flexibility, tend not to be Prodigies because of the uncertainty of power; since Prodigies gain their abilities from others, their forced reliance deters humans who prefer having a steady source of power, either it be their own skill with a blade or on a god who they full heartedly believe in or in books and studies that have proven again and again to be effective.
Classes: The list is as follows, Druids and Sorcerers are the only two classes Prodigies fully enjoy being with because both rely on nature and their own inner power to unleash magic. They do not require the gods of Clerics or Paladins who are all to often boring with their religious missions, or confined to books as Wizards who are blind to the world around them, and they are not simple minded like Rogues who hunger solely for heavy objects or like Fighters who thirst for battle in hopes of proving something of themselves. Granted Prodigies fight similarly however its to gain power, not to show that they were able to handle ten goblins on their own. No Druids and Sorcerers are like Prodigies, powerful by their own means. Barbarians are their second favorite because they are chaotic kin; however Prodigies tend to stay away from them out of fear of their rage ability. Something about becoming a bloodthirsty monster doesnt appeal to the general population of Prodigies. They also like Bards although they believe their reliance on singing to be their downfall. They usually find a quick punch to the throat to immobilize them and therefore make them useless. Monks are their least favorite for although they respect their power, Prodigies find them excruciatingly bland with their restrictive ways.
Game Rules:
Important Abilities
Strength: Attack Damage, DC of Spells and some class abilities.
Constitution: Hit Points and some class abilities.
Dexterity: AC
Intelligence: Skill points
Alignment: Any Non-Lawful
Hit Die: 1d6
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Hide (Dex), Gather Information (Cha), Move Silently (Dex), Listen (Wis), Spot (Wis), Spellcraft (Int)
Skill Points at 1st Level:(4 + Int. Mod.) X 4
Skill Points at Each Level: 4 + Int. Modifier.
Weapons and Armor Proficiency:
All Prodigies are proficient with simple weapons and one martial weapon. They are proficient with no type of armor or shield as both prevents interferes with spell casting.
Prodigies
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+0|Innate Study|3|1||||||||
2nd|
+1|
+3|
+0|
+0|Tactical Strike|4|2||||||||
3rd|
+1|
+3|
+1|
+1|Scholarly Bolster 1x/day|4|2|1|||||||
4th|
+2|
+4|
+1|
+1||4|3|2|||||||
5th|
+2|
+4|
+1|
+1|Detect Magic|4|3|2|1||||||
6th|
+3|
+5|
+2|
+2|Scholarly Bolster 2x/day|4|3|3|2||||||
7th|
+3|
+5|
+2|
+2|Advanced Study|4|4|3|2|1|||||
8th|
+4|
+6|
+2|
+2||4|4|3|3|2|||||
9th|
+4|
+6|
+3|
+3|Scholarly Bolster 3x/day|4|4|4|3|2|1||||
10th|
+5|
+7|
+3|
+3| Learned Immunity, Hard Focus|4|4|4|3|3|2||||
11th|
+5|
+7|
+3|
+3| Savant Gift 5 |4|4|4|4|3|2|1|||
12th|
+6/+1|
+8|
+4|
+4|Scholarly Bolster 4x/day|4|4|4|4|3|3|2|||
13th|
+6/+1|
+8|
+4|
+4| |4|4|4|4|4|3|2|1||
14th|
+7/+2|
+9|
+4|
+4| Learned Immunity |4|4|4|4|4|3|3|2||
15th|
+7/+2|
+9|
+5|
+5|Scholarly Bolster 5x/day, Arcane Sight|4|4|4|4|4|4|3|2|1|
16th|
+8/+3|
+10|
+5|
+5| |4|4|4|4|4|4|3|3|2|
17th|
+8/+3|
+10|
+5|
+5| Learned Immunity |4|4|4|4|4|4|4|3|2|1
18th|
+9/+4|
+11|
+6|
+6|Scholarly Bolster, Brain Overload|4|4|4|4|4|4|4|3|3|2
19th|
+9/+4|
+11|
+6|
+6||4|4|4|4|4|4|4|4|3|3
20th|
+10/+5|
+12|
+6|
+6| Savants Gift 10, Master Study|4|4|4|4|4|4|4|4|4|4
[/table]
Spells Learned
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2||||||||
2nd|5|2||||||||
3rd|5|3|1|||||||
4th|6|3|2|||||||
5th|6|4|2|1||||||
6th|7|4|3|2||||||
7th|7|5|3|2|1|||||
8th|8|5|4|3|2|||||
9th|8|5|4|3|2|1||||
10th|9|6|5|4|3|2||||
11th|9|6|5|4|3|2|1|||
12th|10|7|6|5|4|3|2|||
13th|10|7|6|5|4|3|2|1||
14th|10|8|7|6|5|4|3|2||
15th|10|8|7|6|5|4|3|2|1|
16th|10|9|8|7|6|5|4|3|2|
17th|10|9|8|7|6|5|4|3|2|1
18th|10|9|8|7|6|5|4|3|2|1
19th|10|9|8|7|6|5|4|3|2|1
20th|10|9|8|7|6|5|4|3|2|1
[/table]
Spells: Prodigies cast spells like a sorcerer in that they do not prepare them and are limited to a list of spells known. However they cast spells per day similarly to that of a wizard although they cast both divine and arcane magic and therefore are not restricted to what types of spells they can learn. Their spells are fueled by their own body's physical power; their blood, bones, muscles, nerves and organs. It is by their physical body that they are able to manifest spells. For this reason, the DC of a Prodigy's spells are 10 + the Prodigy's Str. Bonus + the Spells Level. To cast a spell a Sage must have a Strength score equal to at least 10 + the spells level.
All Prodigies start off with four 0 level spells, one of which must be detect magic as it is the only reason why they attain more spells at this level, and two 1st level spells.
Innate Study: Prodigies learn spells through witnessing others casting them. They can attain spells one of two ways.
Observation: By readying a standard action, similar to counterspelling, a Sage may target a spell caster and wait till they cast a spell. When they do so, they must commit rounds equal to the amount it takes to cast the spell. They then must make a successful Spellcraft Check equal to the Spellcasters Level + the Spells Level + the Spellcaster's Mod. Should they succeed they gain that spell in their repertoire, although they cannot cast it until the following day. This method is the safer of the two.
Hands On: When a Prodigy uses Observation, they make take a -5 on the check. The player must announce this before making the spell craft check. Should they succeed, they gain that spell into their repertoire and can immediately use it without waiting to have it for the following day.
They can only gain spells equal to the highest spell they can learn. With this ability, Prodigies are also able to swap out spells for new ones at any time. For instance if they have learned their maximum amount of 4th level spells but encounter one they want, they can drop one spell they know for the new one.
As casting a spell should the character be attacked during either Observation or Hand's On, they must make a Concentration Check equal to 10 + the Damage taken successfully in order to maintain focus.
Spells that purchased from willing spell casters who cast spells for pay or granted by an ally automatically gives the Prodigy a + 2 circumstance bonus on their Spell Craft check.
Tactical Strike: At 2nd level Prodigies may use their physical strength to empower spells that do damage. Whenever a Prodigy uses an offensive spell that causes either lethal or sub dual damage they may add their Str. Bonus to the amount of damage caused. They can achieve this 3 + Con Bonus per day.
Scholarly Bolster: By 3rd level, a Prodigy may add their Spellcraft Skill Bonus to roll in overcoming Spell Resistance 1x/day. At 6th it becomes 2x.day, at 9th 3xday, at 12th 4x/day, at 15th, 5x/day and finally at 18th 6x/day.
Detect Magic: By 5th level Prodigies are gain the natural talent to detect magic at will.
Advanced Study: By 7th level, Prodigy's are no longer limited to learning mere spells but those altered by magical feats. Should a Prodigy successfully study and learn a spell affected by a metamagic feat, they can forgo learning the spell and instead, take the feat. The feat can then be applied to one learned spell without incurring the spell slot penalty for rounds equal to their Strength Bonus. They can only do this an amount of times per day equal to their Strength Bonus.
A Prodigy that attempts to learn the metamagically enhanced spell with Hand's On gains the feat for rounds equal to 2x their Strength bonus however should they fail, they suffer lethal damage equal to the Character's HD + the DC of the spell automatically and are stunned for 1d4 rounds.
Learned Immunity: At 10th level Prodigies gain immunity to one spell in their repertoire, however the spell must have possessed for no less than 5 levels. They gain additional immunities at 14th, 17th and 20th level.
Hard Focus: At 10th Level Prodigies can increase the power of their learned spells by spending rounds to gather energy. In doing so, they bolster the DC of their spells against their opponents by 1 point for each round they devote to focusing. Afterward the DC of all their spells is increased by this number for minutes equal to the amount of rounds they gathered their energies + their Con. Bonus. However afterward, they suffer from fatigue for hours equal to the amount of rounds they invested. This fatigue cannot be cured by magical means only by rest and relaxation.
Arcane Sight: By 15th level a Prodigy's sight becomes more keen. They gain Arcane sight at will. They cast it as a spell caster to Half their level. See page 201 of PHB.
Savants Gift: Because of their continued exposure to magic, by 11th level Prodigies gain Spell Resistance equal to their caster level + their Con. Bonus + 5. This increases again to + 10 at 20th level.
Brain Overload: Also at 18th level, Prodigy's focus becomes stronger. Instead of increasing the DC of all spells 1 point per round, it becomes 2 points for each round dedicated to focusing. Afterward the DC of all their spells is increased for rounds equal to the amount of rounds they focused + their Con. Bonus. However afterward they suffer from exhaustion for hours equal to the amount of rounds they invested. This exhaustion cannot be cured by magical means, only by rest and relaxation and unlike normal exhaustion; the Prodigy does not become fatigued after one hour but rather remains exhausted throughout the entire time.
Master Study: Finally at 20th level, Prodigies are so in tune with magic, they gain the ability to study and learn spell-like abilities. The spell-like ability must be an actual spell for this to work. If the Sage successfully observes it, they can add the spell-like ability to their repertoire and treat it as such although Prodigies must still pay XP for spells that require them. The amount of spell-like abilities a sage can retain is also equal to their strength bonus. Like with Innate Study, Prodigies may swap out spell-like abilities for new ones.
A Prodigy that attempts to learn the spell like ability with Hand's On and fails suffers 1d4 Temporary Con Damage for each 3 Spell Levels. So a spell with a spell level of 3 or lower causes 1d4 damage, a spell with a spell level of 6 or lower causes 2d4 Con damage and finally a spell that has a spell level of 9 or lower causes 3d4 Con damage.
Prodigies
They are the exemplars of the divine and arcane arts, similarly to Mystic Theurges though Prodigies are in a class of their own for they possess a supernatural ability to observe, comprehend and emulate the casting arts without even studying a book or calling up a divine entity. Spell casters who encounter Prodigies quite often find themselves defeated by their own repertoire and warriors have discovered themselves victim to contradictory spells; at one moment they are encased within bars of force and the next struck dead by divine fire from the heavens. These variations have made Prodigies incomprehensible to not only the mere commoner but well studied scholars and those who have ever attempted to understand them have only suffered more pains than their worth. However what is known about Prodigies is that they are a most peculiar group and one to stay wary of, particularly for spell casters who seem to be the most prominent prey of this arising people.
Adventuring: Prodigies are by nature adventurers for the simple fact that their power is drawn from other people and therefore requires the necessity of encounters. In most cases, Prodigies tend to start fights, often with spell casters, ridiculing or badgering their opponents for the sake of having them strike them with power, only to then learn it and emulate it in response. They rarely ever keep to themselves, as doing so does not benefit them. They tend to enjoy working in parties especially those heavily endowed with both divine and arcane spell casters. The more variation, the more they learn, the more they learn the more powerful they become. When alone, Prodigies often seek out magical beasts for they possess gifts to which Prodigies can emulate as well; spell-like abilities. As rare stones and vast hordes of platinum are the valued prizes of rogues so to are spell-like abilities to Prodigies and there are very few who would sacrifice the chance in attaining one.
Alignment: Prodigies by nature are chaotic. They are a wild people who find the monotony of studying and books and the reliance on gods to be the mishaps and hindrances of spell casters. They value experiencing magic in the natural world, indulging in its freedom and in that state, mastering it. They believe magic is to be gained from others and by oral tradition, not from pages or from aloof entities. But for all their wildness, they do have some reservation as it is necessary for their survival. Since most of their power comes from others, they require a sense of moderation as to act irrationally on a constant basis would only result in their immediate demise. For the most part Sages are a selfish people, as they tend to act for their own reasons, sometimes with little regard to others. Naturally there are some who dont intend this, and then others who do. The first tending to be chaotic good people and the latter, chaotic evil but for the most part, Sages are chaotic neutral, living for themselves and for the empowerment of their innate abilities.
Religion: Most Prodigies are followers of Fharlanghn for he is a neutral figure that embodies the universal ideals of adventuring and freedom, the passions of most Sages. Second to him is Obad-Hai, mainly because he is the embodiment of nature however Prodigies find his roots strictly in the divine arts rather limiting and therefore do not revere him as highly as Fharlanghn, although he is well respected amongst Prodigies and recognized equally. Although Olidammara would make most sense for Prodigies, he is in fact rarely followed because of his love for pointless gold and jewels; Prodigies prize magic and for this reason find him a trivial god, even though they understand his passion. There are some who follow Corellon, although their numbers are few as many Prodigies find him to be like most gods, an obnoxious representation of a races ideals, in this case the elves, and thus limiting; yet still he is good and chaotic in his own manner and therefore sometimes praised. For Prodigies who love to watch the world collapse, Erythnul is their god of choice; as the exemplar of brutality he perfectly represents the passions of Prodigies who only seek to learn from their opponents but brutally destroy them in the process as well.
Background and Races: The most common Prodigies tend to be Half-Orcs. Since they do not rely on intelligence nor on common sense, the ways of Prodigies matches perfectly with their natural abilities; combined with their physical strength and natural aggression, they are can be the most formidable of Prodigies, although Half-Elves match them equally as they are well known travelers and for the most part well liked by many and therefore have higher chances of being exposed to greater magic. Still the two of them are well matched. Second to them are in fact Halflings and Gnomes who are perfect exemplars of the Prodigies chaotic ways. They tend to be the most mischievous and cunning of Sages and quite often the most overlooked, which only makes their effectiveness all the more threatening. Elves have been known to be Prodigies although many cling so closely to their tomes and studies that few risk the venture beyond their arcane familiarity, still there are some who do so and find themselves equally content with their choice. Humans, despite their innate flexibility, tend not to be Prodigies because of the uncertainty of power; since Prodigies gain their abilities from others, their forced reliance deters humans who prefer having a steady source of power, either it be their own skill with a blade or on a god who they full heartedly believe in or in books and studies that have proven again and again to be effective.
Classes: The list is as follows, Druids and Sorcerers are the only two classes Prodigies fully enjoy being with because both rely on nature and their own inner power to unleash magic. They do not require the gods of Clerics or Paladins who are all to often boring with their religious missions, or confined to books as Wizards who are blind to the world around them, and they are not simple minded like Rogues who hunger solely for heavy objects or like Fighters who thirst for battle in hopes of proving something of themselves. Granted Prodigies fight similarly however its to gain power, not to show that they were able to handle ten goblins on their own. No Druids and Sorcerers are like Prodigies, powerful by their own means. Barbarians are their second favorite because they are chaotic kin; however Prodigies tend to stay away from them out of fear of their rage ability. Something about becoming a bloodthirsty monster doesnt appeal to the general population of Prodigies. They also like Bards although they believe their reliance on singing to be their downfall. They usually find a quick punch to the throat to immobilize them and therefore make them useless. Monks are their least favorite for although they respect their power, Prodigies find them excruciatingly bland with their restrictive ways.
Game Rules:
Important Abilities
Strength: Attack Damage, DC of Spells and some class abilities.
Constitution: Hit Points and some class abilities.
Dexterity: AC
Intelligence: Skill points
Alignment: Any Non-Lawful
Hit Die: 1d6
Class Skills:
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Hide (Dex), Gather Information (Cha), Move Silently (Dex), Listen (Wis), Spot (Wis), Spellcraft (Int)
Skill Points at 1st Level:(4 + Int. Mod.) X 4
Skill Points at Each Level: 4 + Int. Modifier.
Weapons and Armor Proficiency:
All Prodigies are proficient with simple weapons and one martial weapon. They are proficient with no type of armor or shield as both prevents interferes with spell casting.
Prodigies
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+2|
+0|
+0|Innate Study|3|1||||||||
2nd|
+1|
+3|
+0|
+0|Tactical Strike|4|2||||||||
3rd|
+1|
+3|
+1|
+1|Scholarly Bolster 1x/day|4|2|1|||||||
4th|
+2|
+4|
+1|
+1||4|3|2|||||||
5th|
+2|
+4|
+1|
+1|Detect Magic|4|3|2|1||||||
6th|
+3|
+5|
+2|
+2|Scholarly Bolster 2x/day|4|3|3|2||||||
7th|
+3|
+5|
+2|
+2|Advanced Study|4|4|3|2|1|||||
8th|
+4|
+6|
+2|
+2||4|4|3|3|2|||||
9th|
+4|
+6|
+3|
+3|Scholarly Bolster 3x/day|4|4|4|3|2|1||||
10th|
+5|
+7|
+3|
+3| Learned Immunity, Hard Focus|4|4|4|3|3|2||||
11th|
+5|
+7|
+3|
+3| Savant Gift 5 |4|4|4|4|3|2|1|||
12th|
+6/+1|
+8|
+4|
+4|Scholarly Bolster 4x/day|4|4|4|4|3|3|2|||
13th|
+6/+1|
+8|
+4|
+4| |4|4|4|4|4|3|2|1||
14th|
+7/+2|
+9|
+4|
+4| Learned Immunity |4|4|4|4|4|3|3|2||
15th|
+7/+2|
+9|
+5|
+5|Scholarly Bolster 5x/day, Arcane Sight|4|4|4|4|4|4|3|2|1|
16th|
+8/+3|
+10|
+5|
+5| |4|4|4|4|4|4|3|3|2|
17th|
+8/+3|
+10|
+5|
+5| Learned Immunity |4|4|4|4|4|4|4|3|2|1
18th|
+9/+4|
+11|
+6|
+6|Scholarly Bolster, Brain Overload|4|4|4|4|4|4|4|3|3|2
19th|
+9/+4|
+11|
+6|
+6||4|4|4|4|4|4|4|4|3|3
20th|
+10/+5|
+12|
+6|
+6| Savants Gift 10, Master Study|4|4|4|4|4|4|4|4|4|4
[/table]
Spells Learned
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2||||||||
2nd|5|2||||||||
3rd|5|3|1|||||||
4th|6|3|2|||||||
5th|6|4|2|1||||||
6th|7|4|3|2||||||
7th|7|5|3|2|1|||||
8th|8|5|4|3|2|||||
9th|8|5|4|3|2|1||||
10th|9|6|5|4|3|2||||
11th|9|6|5|4|3|2|1|||
12th|10|7|6|5|4|3|2|||
13th|10|7|6|5|4|3|2|1||
14th|10|8|7|6|5|4|3|2||
15th|10|8|7|6|5|4|3|2|1|
16th|10|9|8|7|6|5|4|3|2|
17th|10|9|8|7|6|5|4|3|2|1
18th|10|9|8|7|6|5|4|3|2|1
19th|10|9|8|7|6|5|4|3|2|1
20th|10|9|8|7|6|5|4|3|2|1
[/table]
Spells: Prodigies cast spells like a sorcerer in that they do not prepare them and are limited to a list of spells known. However they cast spells per day similarly to that of a wizard although they cast both divine and arcane magic and therefore are not restricted to what types of spells they can learn. Their spells are fueled by their own body's physical power; their blood, bones, muscles, nerves and organs. It is by their physical body that they are able to manifest spells. For this reason, the DC of a Prodigy's spells are 10 + the Prodigy's Str. Bonus + the Spells Level. To cast a spell a Sage must have a Strength score equal to at least 10 + the spells level.
All Prodigies start off with four 0 level spells, one of which must be detect magic as it is the only reason why they attain more spells at this level, and two 1st level spells.
Innate Study: Prodigies learn spells through witnessing others casting them. They can attain spells one of two ways.
Observation: By readying a standard action, similar to counterspelling, a Sage may target a spell caster and wait till they cast a spell. When they do so, they must commit rounds equal to the amount it takes to cast the spell. They then must make a successful Spellcraft Check equal to the Spellcasters Level + the Spells Level + the Spellcaster's Mod. Should they succeed they gain that spell in their repertoire, although they cannot cast it until the following day. This method is the safer of the two.
Hands On: When a Prodigy uses Observation, they make take a -5 on the check. The player must announce this before making the spell craft check. Should they succeed, they gain that spell into their repertoire and can immediately use it without waiting to have it for the following day.
They can only gain spells equal to the highest spell they can learn. With this ability, Prodigies are also able to swap out spells for new ones at any time. For instance if they have learned their maximum amount of 4th level spells but encounter one they want, they can drop one spell they know for the new one.
As casting a spell should the character be attacked during either Observation or Hand's On, they must make a Concentration Check equal to 10 + the Damage taken successfully in order to maintain focus.
Spells that purchased from willing spell casters who cast spells for pay or granted by an ally automatically gives the Prodigy a + 2 circumstance bonus on their Spell Craft check.
Tactical Strike: At 2nd level Prodigies may use their physical strength to empower spells that do damage. Whenever a Prodigy uses an offensive spell that causes either lethal or sub dual damage they may add their Str. Bonus to the amount of damage caused. They can achieve this 3 + Con Bonus per day.
Scholarly Bolster: By 3rd level, a Prodigy may add their Spellcraft Skill Bonus to roll in overcoming Spell Resistance 1x/day. At 6th it becomes 2x.day, at 9th 3xday, at 12th 4x/day, at 15th, 5x/day and finally at 18th 6x/day.
Detect Magic: By 5th level Prodigies are gain the natural talent to detect magic at will.
Advanced Study: By 7th level, Prodigy's are no longer limited to learning mere spells but those altered by magical feats. Should a Prodigy successfully study and learn a spell affected by a metamagic feat, they can forgo learning the spell and instead, take the feat. The feat can then be applied to one learned spell without incurring the spell slot penalty for rounds equal to their Strength Bonus. They can only do this an amount of times per day equal to their Strength Bonus.
A Prodigy that attempts to learn the metamagically enhanced spell with Hand's On gains the feat for rounds equal to 2x their Strength bonus however should they fail, they suffer lethal damage equal to the Character's HD + the DC of the spell automatically and are stunned for 1d4 rounds.
Learned Immunity: At 10th level Prodigies gain immunity to one spell in their repertoire, however the spell must have possessed for no less than 5 levels. They gain additional immunities at 14th, 17th and 20th level.
Hard Focus: At 10th Level Prodigies can increase the power of their learned spells by spending rounds to gather energy. In doing so, they bolster the DC of their spells against their opponents by 1 point for each round they devote to focusing. Afterward the DC of all their spells is increased by this number for minutes equal to the amount of rounds they gathered their energies + their Con. Bonus. However afterward, they suffer from fatigue for hours equal to the amount of rounds they invested. This fatigue cannot be cured by magical means only by rest and relaxation.
Arcane Sight: By 15th level a Prodigy's sight becomes more keen. They gain Arcane sight at will. They cast it as a spell caster to Half their level. See page 201 of PHB.
Savants Gift: Because of their continued exposure to magic, by 11th level Prodigies gain Spell Resistance equal to their caster level + their Con. Bonus + 5. This increases again to + 10 at 20th level.
Brain Overload: Also at 18th level, Prodigy's focus becomes stronger. Instead of increasing the DC of all spells 1 point per round, it becomes 2 points for each round dedicated to focusing. Afterward the DC of all their spells is increased for rounds equal to the amount of rounds they focused + their Con. Bonus. However afterward they suffer from exhaustion for hours equal to the amount of rounds they invested. This exhaustion cannot be cured by magical means, only by rest and relaxation and unlike normal exhaustion; the Prodigy does not become fatigued after one hour but rather remains exhausted throughout the entire time.
Master Study: Finally at 20th level, Prodigies are so in tune with magic, they gain the ability to study and learn spell-like abilities. The spell-like ability must be an actual spell for this to work. If the Sage successfully observes it, they can add the spell-like ability to their repertoire and treat it as such although Prodigies must still pay XP for spells that require them. The amount of spell-like abilities a sage can retain is also equal to their strength bonus. Like with Innate Study, Prodigies may swap out spell-like abilities for new ones.
A Prodigy that attempts to learn the spell like ability with Hand's On and fails suffers 1d4 Temporary Con Damage for each 3 Spell Levels. So a spell with a spell level of 3 or lower causes 1d4 damage, a spell with a spell level of 6 or lower causes 2d4 Con damage and finally a spell that has a spell level of 9 or lower causes 3d4 Con damage.