From arcane tomes of power and scrolls of longhidden secrets to natural blessings of draconic blood or a demonic pact, hexblades, sorcerers and wizards are the masters of arcane energies. Because magic itself allows for myriad possibilities, so too does it attract an endless stream of unique and unfettered practitioners.
While most arcane spellcasters appreciate the tradition and inherent utility of familiers, others see them as troublesome or otherwise undesirable. This article offers a few alternatives to the typical familiar, following the rules for variant class features detailed in Player’s Handbook II.
Your passions drive your magical abilities, imbuing your every spell with the power of your conviction. Those who oppose your ideals suffer the most from your magical energy.
Level: 1st (4th for hexblades).
Replaces: If you select this class feature you do not gain a familiar.
Benefit: Choose an alignment component you have that is not neutral. Spells you cast gain the appropriate alignment descriptor unless they already have the opposite alignment descriptor. For example, a neutral good wizard who selects this ability (and who must choose good) casts all spells that aren’t evil spells as good spells.
Spells you cast that target creatures of the opposite alignment are cast at +1 caster level ( +2 if they have the opposite alignment as a subtype). Area of effect and other spells that affect such creatures without targetting them do not gain this bonus.
A neutral spellcaster gains no benefit from this ability.
The most fragile of all archetypes, arcane spellcasters struggle to avoid taking damage as often as possible. As injuries accumulate your desperation causes your spells to become more effective.
Level: 1st (4th for hexblades).
Replaces: If you select this class feature you do not gain a familiar.
Benefit: Whenever you take an amount of damage equal to 3 times your spellcaster level from one attack, the next spell you cast is automatically maximized or extended (your choice) without increasing the spell level or casting time.
You may use this ability a number of times per day equa1 to 1 + the spellcasting ability score modifier (of the class in which you took this alterative class feature).
As a deeply loyal and pious student of Boccob the Uncaring, you know the secret to creating powerful magic items through your understanding of the Archmage of the Deities’ teachings.
Level: 1st (4th for hexblades).
Replaces: If you select this class feature you do not gain a familiar.
Benefit: You qualify for item creation feats as a character 1 level higher. Magic items you create are crafted at +1 caster level. The item gains this bonus for free; you do not pay the extra cost associated with a higher caster level.
If you destroy a permanent magic item you lose all arcane spellcasting abilities for a day per caster level of the item.
Unlike other wizards, you can see within your mind the intricate arcane symbols, words and gestures that define your spells. Your photographic memory acts as your spellbook, inscribing the spells you know within your mind.
Level: 1st.
Replaces: If you select this class feature you do not gain a familiar or the Scribe Scroll bonus feat.
Benefit: You do not need a spellbook, either to record spells you know or to prepare known spells. You can learn spells normally, either through gaining levels in wizard or learning from other spellbooks, and you must pay all the normal costs for learning new spells (used instead in special incenses rather than inks), but you do not need to put them into a spellbook.
Sorcerers typically seek to maximize their limited spell selection by utilizing metamagic feats. Other arcane spellcasters also adjust their spells with these feats in order to keep their enemies guessing or to find added flexibility for their lower-level spells. This ability allows you to spontaneously apply metamagic feats to your spells.
Level: 1st (4th for hexblades).
Replaces: If you select this class feature you do not gain a familiar.
Benefit: Each day, you may choose a metamagic feat you have. You can cast spells affected by that feat without increasing the spell level or casting time of the spells. You may not use any other metamagic feats that day. You may use this ability a number of times per day equal to 5 minus the level adjustment of the metamagic feat. (Thus, you may use Quicken Spell in this way once per day, while you could use Silent Spell four times per day.)
You may apply the metamagic feat spontaneously, as you cast the spell. If you prepare spells, you do not need to prepare the spells with the metamagic feat already applied.
Even though this ability does not increase the spell’s level, you must be able to cast spells of the level the spell would be if you applied the metamagic feat normally. For example, a quickened magic missile would normally require a 5th-level spell slot. With this ability you may cast a quickened magic missile as a 1st-level spell, but you must still be able to cast 5th-level spells.
Some specialist wizards take their mastery to whole new levels. Occasionally, even sorcerers and other arcane spellcasters focus their attentions on one school over the others. Your expertise in a chosen school of magic is unparalleled.
Level: 1st (4th for hexblades).
Replaces: If you select this class feature you do not gain a familiar.
Benefit: Choose a school of magic. If you are already a specialist wizard, you may only choose the school in which you are specialized. You cast all spells from the chosen school at +1 caster level. In addition, you gain the following benefit, based on the school you select.
Abjuration: Any non-instantaneous, non-permanent abjuration spell you cast on someone other than yourself that does not require concentration has double the duration. You cannot use this ability on any spell whose duration you affect in any other way, such as with the Extend Spell metamagic feat.
Conjuration: Each creature you conjure with any summon spell gains a +2 enhancement bonus to Dexterity and Wisdom for the duration of the spell that summoned it.
Divination: Whenever you cast a divination spell, you immediately gain a +2 insight bonus on Listen and Spot skill checks for 1 hour per level of the spell you cast (0-level spells grant the bonus for 30 minutes).
Enchantment: For 24 hours after an enchantment spell you cast expires, the target of your spell takes a -2 penalty on all Will saves made to resist your spells or spell-like abilities. You may affect only one creature at a time in this way. If your enchantment spell affected multiple targets, you must choose one creature against whom the penalty applies. Whenever an enchantment spell you cast expires while such a penally is active, the old penalty immediately disappears.
Evocation: Whenever you cast an evocation spell that deals hit point damage, that spell deals +1 point of damage.
Illusion: Whenever you cast an illusion (shadow) spell that creates a partially real effect (such as shadow conjuration or shadow evocation), the effect is 10% more real than normal. Thus, a creature created by shadow conjuration is 30% as strong as a real creature of the same kind, instead of the normal 20%.
Necromancy: Each undead creature you create with any evil spell gains a number of temporary hit points equal to your caster level. These temporary hit points last indefinitely, only disappearing when your creation takes damage. They cannot be regained once lost.
Transmutation: Whenever you cast a spell that alters a creature’s form, kind or type, the DC to resist the spell increases by +1.
Source: Dragon Magazine #357 (Page 88)