Student of Magic

"Generalist is just another word for idiot."

A student of magic is a true specialist wizard. They're able to call upon all the magic of a single school and channel it with the help of an indestructable living magic companion. Theya re meant to offer a lower alternative power to the wizard while still offering some very exciting options and diversity within their school.

Adventures: A student of the arcane generally is found on adventures that either involve their magical specialty, or can lead to acquiring resources needed to forge potent magical items that can aid in their spellcasting.

Characteristics: A Student of magic is notable for their cleverness, dedication, their drive to succeed and their nearly godlike magical abilities. While often physically weak a Student of Magic can vary greatly based on their chosen school of magic though certain patterns are rather consistent. Abjurers are often very cautious, conjurers tend to be resourceful and personable, diviners lean towards being wise and sedimentary, enchanters are often charming and can frequently tend towards being forceful, evokers are usually grand and showy and brash, illusionists appear polished and poised, necromancers are frequently evasive and shifty, and transmuters has a penchant for being removed and analytical..

Alignment: A student of magic may be of any alignment although common stereotypes often hold true, with chaotic evokers and lawful diviners being as common as evil necromancers and goodly abjurers.

Religion: A student of magic calls upon a vast array of spells but they have acquired them through intensive study and hard work rather than by the grace of a god. This leads to many Students forgoing devotion to any particular gods as most find themselves to be more than enough to handle most situations, even when casting traditionally divine spells.

Background: All students of magic can share in the vast amount of time spent training. The mystical arts they harness have been learned through intensive study and the analysis of fundamental forces beyond most comprehension. Whether this training is spent amongst raging thunderstorms, in dark dank crypts, amidst chambers of clay and mud, in a silent mountaintop observatory, or somewhere more exotic can depend on the school and personal situation.

Races: Nearly any race can learn the secret of magical power, though some races are more inclined to it. Elves and other long lived races tend to have the ability to patiently analyze every detail of their spells and often take the long way in determining how magic works. Short lived or less intelligent races tend to cut corners when learning magic and often times wind up in way over their heads.

Other Classes: Student's of magic realize that while their abilities are potent, they are also very limited, drawing on only a small range of solutions they can achieve only so much. When magical solutions fail a Student of magic knows that having allies to pick up the slack is crucial for success. Which party member a Student of magic associates with most often can vary wildly based on their school and personal preference, but only a fool would slight a potential ally, and most Students of magic are not fools.

Role: The student of the Arcane's roll depends greatly on their school of magic and spell choice. Evocaitonists are often masters of dealing damage, while summoners and abjurers for example are far better suited to controlling the battlefield. Unlike regular wizards however a Student of the Arcane has little hope of doing every role at once, making them much more reliant on their allies to form a effective team.

Adaptation: Formalized schools of magic can be added to any campaign to give the students a home base tied into the setting. Alternatively a DM can easily alter the bonuses and feats granted by their studious intent ability in order to better differentiate different students.

GAME RULE INFORMATION
Master's of Magic have the following game statistics.
Abilities: Intelligence is the primary attribute for students of the arcane. Secondary choices vary wildly based on what role they plan to fill.
Alignment: Any.
Hit Die: d4
Starting Age: As Wizard.
Starting Gold: As Wizard.

Class Skills
The Student of magic's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Student of Magic
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
+0
+0
+0
+2
Spell familiar, Mystical Research 4 2 - - - - - - - -
2nd
+1
+0
+0
+3
Studious intent 5 3 - - - - - - - -
3rd
+1
+1
+1
+3
5 3 2 - - - - - - -
4th
+2
+1
+1
+4
Studious intent 5 4 3 - - - - - - -
5th
+2
+1
+1
+4
5 4 3 2 - - - - - -
6th
+3
+2
+2
+5
Studious intent 5 4 4 3 - - - - - -
7th
+3
+2
+2
+5
5 5 4 3 2 - - - - -
8th
+4
+2
+2
+6
Studious intent 5 5 4 4 3 - - - - -
9th
+4
+3
+3
+6
5 5 5 4 3 2 - - - -
10th
+5
+3
+3
+7
Studious intent 5 5 5 4 4 3 - - - -
11th
+5
+3
+3
+7
5 5 5 5 4 3 2 - - -
12th
+6
+4
+4
+8
Studious intent 5 5 5 5 4 4 3 - - -
13th
+6
+4
+4
+8
5 5 5 5 5 4 3 2 - -
14th
+7
+4
+4
+9
Studious intent 5 5 5 5 5 4 4 3 - -
15th
+7
+5
+5
+9
5 5 5 5 5 5 4 3 2 -
16th
+8
+5
+5
+10
Studious intent 5 5 5 5 5 5 4 4 3 -
17th
+8
+5
+5
+10
5 5 5 5 5 5 5 4 3 2
18th
+9
+6
+6
+11
Studious intent 5 5 5 5 5 5 5 4 4 3
19th
+9
+6
+6
+11
5 5 5 5 5 5 5 5 4 4
20th
+10
+6
+6
+12
Studious intent 5 5 5 5 5 5 5 5 5 5

Class Features
All of the following are class features of the Student of Magic.

Weapon and Armor Proficiencies: A student of magic is proficient only with simple weapons and no armor or shields.

Spellcasting: A student of magic casts spells from a specified source drawing on a certain small group of magical techniques. At first level the Student Selects one school of magic other than universal. This is chosen school, and often times a student is referred to by their school (ex. Student of Abjuration for a Student who casts abjuration spells). This school is the only school of magic the Student can learn and cast from and can likewise only use spell trigger and spell completion items of this school without a use magic device check. When this choice is made the Student also chooses a specific spell list which becomes their "primary" spell list. The majority of their spells will be drawn from this list though it's not impossible to learn other spells. The Saving throw to resist a student of magic's spells is 10+ spell level+Int bonus. A student of magic does not require any form of spellbook

Spells known: A Student of magic begins play knowing all cantrips and Orisons of their school and five first level spells. Three of these must be drawn from their primary spell list. the other two may be drawn from any other source the DM approves. Each time a Student of magic gains a level they learn another spell of the highest level they can cast drawn from their primary spell list. If a spell has multiple spell levels listed for it, always use the highest.

[B]Spells Per day: A Student of magic has only a certain number of spells they can cast per day, however they do not have to allocate their spell slots ahead of time. Instead they may simply call upon any spells they know without preparing them ahead of time, in the same manner as a sorcerer. If desired a Student of magic may use a higher level slot than required for their spell to increase the effective spell level, and thusly the DC. A Student of magic applying metamagic to their spells does not increase the casting time for doing so. A student of magic regains all spell slots after eight hours of rest. The Value listed for level 0 spells indicates how many different cantrips or orisons you may prepare, but each can be cast at will. Bonus spells per day are based on intelligence.

Mystical Research : Beginning at first level the Student of Magic chooses a spell to begin researching. This spell can be from any spell list and of any level that the student will be able to cast as of their next class level but it must be of the school chosen at first level. Upon gaining the next level the Student of magic immediately learns that spell. For example a 3rd level student of evocation may begin studying Scorching ray. Immediately upon reaching 4th level the student learns that spell in addition to the spell learned normally. A Student of magic may also use this class feature to create brand new spells, and if they do they ignore all the normal researching costs for doing such, as usual creating entirely new spells is subject to DM's approval.

Spell familiar: (Su) At first level the Student of magic gains a special sort of companion. A spark of raw magic that follows the caster and aids them. This spark is not a creature so much as it is a mobile, magical effect. The effect may be moved up to 30 ft at the casters will as a free action once per turn. The familiar may be summoned directly to its master's square across any distance as a free action, this is different from the free action used to move it normally. Many spell familiar's possess special abilities when they occupy the same space as a creature. When the spell familiar moves into a creature's space it sticks with that creature, regardless of how fast or far they use, as long as they don't teleport away or their master chooses to move the spell familiar. The familiar is incorporeal and invisible to the naked eye though it can be seen by anyone who can detect magic. As a living magical effect, the familiar has no hit points, armor class, saving throws, physical form or other creature qualities. The familiar may not be attacked or harmed by normal means though they can be dispelled as though they were a spell with a spell level equal to half the master's level (rounded up) and caster level equal to the masters level. Additionally each familiar has a specific way to dispel it based on the school it is tied to. A dispelled familiar disappears until the Student of magic takes a full hour to undergo a ritual to recreate it. The abilities of this spell familiar, and the methods of dispelling them, vary based on the school of magic the Student studies:


Abjuration:

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An abjuration spell familiar occupies a single two dimensional 5 ft by 5 ft pane. When placed upright this causes it to resemble a wall effect, it can be moved from upright to being laid flat across the ground as part of the same free action used to move it. Any attack that originates on one side of the wall and deals damage to someone on the other side is hindered by this barrier, including the creators own attacks. Any damage dealt by an attack that gets hindered is reduced by an amount equal to the Student of Abjuration's level, regardless of type. To determine if someone benefits from the familiar's protection determine if the wall would grant any form of cover against the originating square of the attack, if so it reduces the damage, even if the attack normally ignores cover. In addition to this basic protection any movement through or across this barrier counts that square they are occupying as terrain one step more difficult than normal for that 5 ft square. An Abjuration familiar can be dispelled if the Student who created it is forcibly moved through the barrier.

At 5th level, in addition to the barrier slowing anyone attempting to move through it, such creatures must also make a str check with a dc of 10+the Student's level or find themselves unable to move through the barrier at all, which ends the action they used to make the attempt. This does not affect incorporeal opponents. Despite the barrier seemingly becoming solid when pressed against this can never be used to harm a creature, even one that charges directly into the wall. Even a creature that does succeed on the strength check treats the square as two steps more difficult than it normally would be, which may still render it impassable if they don't have enough movement left. Additionally, since a Student of Abjuration is not immune to the effect of their barrier's hindering properties they may use this to create a mobile platform they can stand upon. When used in this way the barrier may not be more than 3 ft from the surface below it and it may carry weight as if it were a medium creature with a strength score equal to the dc to move through it, movie the barrier when it is supporting any weight requires a move action each turn rather than a free action. Additionally the spell familiar may now be up to 10 ft by 10 ft. Changing size may be done as part of the same free action used to move the spell familiar.

At 10th level this barrier also protects against the harmful effects of spells. Any harmful spell passing through this barrier is treated as if being counter spelled with a greater dispel magic at the Student's caster level. A successful dispel negates only the part of the spell targeting creatures on the opposite side of the barrier, not the entire spell effect. Additionally the spell familiar may now be up to 15 ft by 15 ft in size. This treated as a successful counter spell for any and all effects and abilities.

At 15th level the barrier becomes more potent still, subtly distorting attacks and effects passing through it granting anyone protected by it a 20% chance to ignore the attack, this is not a miss chance and as such cannot be negated by effects like true seeing, furthermore it extends to abilities not requiring attack rolls such as single target spells and area of effects. Roll percentile once per effect, not per target. Furthermore the wall can now also take the form of a 15 ft cube, or 25 ft pane. Finally, even incorporeal creatures and creatures attempting to teleport or pass through interdimensional are hindered by the Spell Familiar and such creatures must make a will save dc 10+1/2 Student level+int bonus in order to enter the protected area, they may retry each turn but any spell slots expended to make the attempt are still wasted. This interdimensional barrier prevents teleportation if the shortest distance between the teleporter's initial space, and their destination is a line that would pass through any square occupied by the spell familiar.

At 20th level the Abjuration familiar becomes not just the best defence, but also a fine offense. Any attack completely negated by the Familiar, due either to damage being reduced to 0, miss chance, or a spell being countered, the effect is turned back on the originator using the same attack roll, caster level, and original damage. Additionally the Student of Abjuration may now choose to allow an attack to pass through their barrier unhindered.


Conjuration:
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A conjuration spell familiar functions similarly to a miniature portal. It is an invisible aperture that occupies a 5 ft square. For all intents and purposes the familiar's square is considered adjacent to the Student of conjuration. This means, among other things, a Student of conjuration may make attacks into and manipulate objects in the square their familiar occupies. However it should be noted this works both ways, a canny enemy, or one who can observe magic can launch an attack into the familiar's square to target the Student directly once they figure out how the portal works. Because any object that touches any edge of the aperture does not get transported in any part there is no chance of an attack accidentally passing through. This portal also allows the Student, and anyone else aware of, and adjacent to the aperture to make attacks of opportunities against creatures passing through the familiar's square. Furthermore when calculating the range of a spell the caster counts the distance between them and the spell familiar and from the spell familiar to the target if that total distance would be less than the normal distance. The portal is only 1 foot wide so only the smallest of creatures can successfully pass through it. A conjuration spell familiar is dispelled if it would be placed inside of another portal or teleportation effect, such as a gate or teleportation circle.

At 5th level the Student of Conjuration may now move the destination of their spell familiar in the same manner that they move their Spell familiar, though they still may only use one such free action per round. This essentially grants a second spell familiar the same as the first but they make their squares adjacent to each other instead of adjacent to the Student of Conjuration.

At 10th level the portal has widened greatly and is now large enough for a medium or small creature to step through entirely allowing any creature aware of the familiar's presence to move from one square to the other exactly as if they were adjacent. This also is now large enough that any area of effect that would affect the square of one spell familiar now also affects the square of the other one.

At 15th level the Student of conjuration heightens their control over their spell familiar's and may now attempt to force a target unaware of the portal to move through it. The target may resist with a will save with a dc equal to 10+1/2 the Student's level+int modifier. On a failed save the creature entering one Spell familiar's square instead finds them self in the other square. Activating this ability uses the free action the student of Conjuration normally uses to move their spell familiar.

At 20th level the Student of Conjuration has become a master of manipulating their twin portals, and may now move one or both portals as an immediate action instead of a free action. Additionally the portals can be expanded up to 15 ft allowing huge creatures to pass through, and becoming large enough to completely block off 3 squares from counting as adjacent to the squares on the other end of the portal.


Divination:

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A divination spell familiar is a small bundle of sensory reception. The Student may see normally as if they stood in the same square as their spell familiar, however it does not gain the benefit of any special sight the student may have such as dark vision or low light vision. A divination spell familiar cannot pass through solid objects, it is the same size as one of the student of Conjuration's eyes and cannot squeeze through any space smaller than that. Any effect based on vision that would affect the spell familiar is transferred to the student of divination. In addition to having to save against any vision based effect the spell familiar is subjected to; the Student of divination cannot close the eye of the spell familiar causing them to take a -4 penalty on their save against such effects.

At 5th level the Divination familiar Gains lowlight vision and dark vision at a range of 60 ft regardless of if the student possessed such an ability.

At 10th level the Divination familiar receives all sensory input to the same degree the Student of the Divine would have. This includes smell, hearing, and even taste and touch if the familiar comes into direct contact with an object.

At 15th level the Student of the Divine may cast any divination spell they possess through their familiar, including effects such as detect spells, and the Familiar gains any form of magic temporary sense the Student may possess. In addition the Familiar may now see through objects in the same way as the wearer of a ring of x-ray vision but without the fatigue or time limit.

At 20th level a master of divination learns to split their focus even farther and gains a second Divination Spell Familiar with all the qualities of the first. In addition both Spell Familiars now have a constant true seeing ability and any divination spell cast through one is cast through both as well as originating from the Student them self if desired.


Enchantment:
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An enchantment spell familiar functions somewhat differently than most others. Rather than move freely it moves only through direct physical contact, though it may still be called back to its creator like normal. The Familiar begins by occupying the body of the Student of Enchantment who called it, granting them a bonus on all charisma based checks equal to half the student's level. But by making physical contact with another creature the spell familiar may pass into them. While occupying another creature that creature's attitude is treated as one step friendlier towards the Student than it normally would, to a maximum of helpful. While this may cause a hostile creature to become merely unfriendly, it does not prevent such a creature from attacking the student, though if possible it will prioritize any other target it can. If the creature currently affected by the familiar makes contact with another creature the Student may will their familiar to pass to that creature, however they must be aware that contact is currently being made. This effect is a mind affecting charm. An Enchantment familiar is dispelled if the student ever directly attacks a creature being affected by the familiar.

At 5th level the enchantment spell familiar grows more powerful. a creature affected by the enchantment familiar treats every request the Student of Enchantment makes as a suggestion with a saving throw DC of 10+1/2 the student's level+int mod. A successful save protects the subject from having to carry out that specific command for 24 hours. Additionally the subject affected by the enchantment familiar is immune to any charm or compulsion effect not generated by the student of the Arcane unless the caster is 5 or more levels higher than the student of the arcane. If a subject is already under a charm or compulsion effect when the familiar is transferred to them they may make a new save immediately to end the effect with a bonus equal to the student of the enchantment's int bonus, though if they fail that second save they may not be granted another attempt against the effect by the enchantment familiar.. Additionally at this level the Student now has two spell familiars with all the same abilities and rules.

At 10th level the enchantment spell familiar grants even greater control than before. If desired the student may assert complete control over a creature affected by the spell familiar. This allows the subject a will save DC 10+1/2 class level+ int bonus and functions as dominate person but without any limit to the duration. Additionally at any time the student of enchantment may dismiss the domination effect, allowing the subject to regain control of them self without completely removing the spell familiar from them. Similarly, by using a standard action to concentrate the student may gain sensory input from their target, including being aware of when they touch someone else. As with the suggestion effect gained previously, a successful will save only allows the subject to resist a specific command it does not end the dominate effect as it normally would. In addition to this bonus the student may now effectively possesses 3 Enchantment Familiars instead of 2.

At 15th level the power the Student of Enchantment has thanks to their familiar is even more potent. Subjects affected by the enchantment familiar now make a will save immediately upon the familiar being passed to them, the DC being the same as above. If they fail they are immediately utterly enthralled by the Student, their attitude becoming fanatical, willing to give their lives or die for the student, however the most insidious part of this ability is that apart from this loyalty they act otherwise normally making this far harder to detect than dominate. Additionally no order or request provokes a second will save from the subject, once charmed they are stuck that way until the familiar is transferred. Additionally the Student of enchantment may mentally influence the subject in such a way as to force nearly any mentally influenced condition upon them, including but not limited to rendering a subject sickened, nauseated, frightened, shaken, dazed, stunned, or even asleep as a free action, and may likewise remove or negate any such effects on an affected subject. Finally, up to 4 Enchantment familiars exist at once in the service of the Student of enchantment instead of 3.

At 20th level a master of Enchantment gains several benefits that can be channeled through their familiars. Firstly A Master gains a fifth Spell familiar functioning exactly as the others. Secondly, once per round as a free action a Master of enchantment may gain sensory input from one creature attached to their Spell Familiar. Finally as a full round action the Master of enchantment may actively control any target that failed their save to resist one of their Spell familiars. This control functions as a Magic jar spell though it is mind effecting enchantment rather than necromancy and there is no jar containing the soul, as such distance is never a factor and if the enchanted target is slain the Master's soul simply returns to their body. If the Master's body is slain they may choose to permanently occupy any of the bodies their spell familiar's are attached to, changing as a full round action just as if their body were intact.


Evocation:
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An evocation familiar occupies a single 5 ft space and draws in and mimics damage dealt to a subject. If the familiar is occupying the same square as another creature and that creatures takes damage from any source the familiar remembers and stores that damage. The original victim still takes the full damage but the familiar becomes charged with the power to inflict it's stored damage. Stored weapon damage also includes any weapon qualities, such as adamantine ability to penetrate hardness and overcome DR. At first level as a standard action the Student of evocation can command the evocation familiar to deliver it's stored damage to a creature occupying the same square as itself. This requires the Student of Evocation to make an attack roll using their intelligence in place of strength or dexterity. If the Familiar hits the opponents touch ac they immediately take whatever type and amount of damage is stored within the familiar. Unused stored damage vanishes after 1 minute and a spell familiar cannot store damage that it itself inflicts. The evocation familiar stores only a single instance of damage, thus a target hit with 3 magic missiles might take 3d4+3 damage, but each is technically a separate instance of damage and thus only the damage from one missile is stored. The student of evocation always knows when a spell familiar can absorb an instance of damage and deciding whether to take a new instance of damage to replace an old one does not require an action. As the evocation familiar grows stronger it gains the ability to inflict its damage in new ways, any saving throw allowed uses a dc of 10+1/2 Student level+int bonus.

Example:

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As an example of how this ability works: Xanadu, a student of evocation, moves his spell familiar as a free action to occupy the same space as an enemy bugbear and then casts lightning bolt on it. Xanadu deals 36 electric damage and kills the bugbear. On his next turn Xanadu moves the spell familiar to the space of a earth elemental and uses a standard action to attempt to deliver the stored damage. With a successful touch attack using Xanadu's base attack+int the spell familiar makes contact and deals 36 electric damage and looses it's stored damage. It should be noted that even though the damage may have originated from a spell, the touch attack does not permit spell resistance. An evocation familiar is dispelled only if it suffers six different types of damage in a single turn.


At 5th level the Evocation familiar may now store two different instances of damage at once, and it now occupies a 10 ft square area. In addition it may now deliver it's damage with a ranged touch attack at a range of 25 ft+5 ft/level, using the same bonus as the melee touch attack outlined earlier, or it may deal this damage to all creatures in the space it occupies automatically, this allows a reflex save for hal;f damage. Additionally when delivering it's stored damage the Evocation familiar may deal it's damage as either type of stored damage. For example a familiar storing 2 slashing damage and 16 fire damage could fire a ray to deliver 16 slashing damage. Additionally a spell familiar now deliver's all weapon damage as if it were magic for the purpose of overcoming damage reduction if this would be beneficial, even if the original weapon damage was not magical.

At 10th level the Evocation familiar can now store 3 separate instances of damage, and it occupies a 15 ft square. The familiar may deliver it's damage by firing 2 rays with a range of 100 ft +10 ft/level, these rays must be directed at different targets but each deals full damage. Alternatively it may project a 120 ft line originating in any of its squares, and all those caught in the area may make a reflex save for half damage using the dc listed above.

At 15th level the Evocation familiar may now store up to 4 instances of damage and it occupies a 20 ft square. In addition to the previous methods of dealing damage the Familiar may now project up to 5 rays with a range of 400 ft+ 40 ft/level, though as before they must all be directed at different targets. Alternatively the Familiar may now project a 60 ft cone of damage originating from any of its spaces with a reflex save for half. Finally a Student of Evocation may condense the storm of energy inside the familiar, this changes it once more into a single 5 ft square, but causes it to automatically deal it's full damage to any target that it passes through each round without expending the stored damage. Creatures are allowed a reflex save to negate, but objects are affected normally. This ability is applied to a specific creature only once per round no matter how many times it's square is passed through.

At 20th level a Master of Evocation has learned the secret of storing power inside their familiar and retaining that energy. The Spell Familiar of Evocation may now store up to 5 separate instances of damage, and regardless of which ability is used to release the damage it retains that amount and type of damage until the master chooses to release it or until they regain spells for the day. Additionally the area of the evocation effect crows to a 30 ft burst, 120 ft cone, 250 ft line, or it may fire up to 10 rays, though still only at different targets. Lastly the evocation familiar may retain this size even in its "condensed" form gained at level 15

Note: If players are abusing the spell familiar by performing coup de gras on a bagful of kittens or the like it is entirely reasonable for the DM to rule that the spell familiar only absorbs as much damage as it took to kill the target. This is not the default simply because it requires more calculation


Illusion:
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An illusion familiar is a floating illusion that can take nearly any form. The illusion familiar occupies a 5 ft square and can fill that square with any visual illusion. If the square is occupied by another creature the spell functions as a disguise self cast on that creature, but all aspects of its appearance are chosen by the Student of Illusion. If the square is not occupied the illusion can take nearly any form. At this level the illusion does not emulate sound, smell or other sensory input, however it can be controlled and manipulated as part of the free action that moves it, allowing for an illusion to be manipulated seamlessly by the Student to mimic even a walking creature travelling from one square to another. Further the illusion reacts to the environment as long as the student can observe what is being re-acted to. (I.e A stabbed illusionary person bleeds and falls if the Student wishes even though it's not the students turn). Anyone able to detect illusions, or who interacts with the illusion and makes a will save dc 10+1/2 Student's level+int bonus can determine the illusion is in fact entirely false. An illusion familiar is dispelled if it attempts to make an illusion incompatible with an existing illusion, such as making a disguise of an Orc on someone who is already using magic to disguise them self.

At 5th level the illusion becomes far more full and complete. It can now mimic all basic kinds of sensory input, sight, smell, hearing, taste, and even temperature, though not enough so to cause damage. Additionally the size of the Spell familiar grows to being up to a 15 ft cube if desired and this size may be changed with the same free action used to move it.

At 10th level the power of the illusion grows much more refined, allowing not just the ability to create sensory input, but also to subtract it entirely. At this level the spell familiar can occlude objects altogether. Concealed objects and creatures are undetectable to sight, hearing, scent, or taste, although senses based on movement or physical contact such as some forms of blind sense still function normally and creatures can still be felt normally. In addition the familiar grows to affect up to a 25 ft cube.

At 15th level the spell familiar becomes more far spread allowing it to conceal, disguise, or add any sort of sensory input in a 50 ft cube to the same extent that it could once influence it's small area. Additionally the illusion now deceives even extraordinary and supernatural senses unless they specifically affect illusions or rely on physical contact.

At 20th level a master of Illusion gains the ability to focus their illusory powers outward, to expand the area of their illusion up to a 100 ft burst, or focus it entirely onto a single creature, trapping them in an illusion so strong it becomes real. If focusing the illusion on a single target the Student must expend a standard action and the subject makes a will save dc 10+1/2 students level+int mod. If it fails then all of its sense, including tactile, can be controlled utterly by the Student of illusion. This allows them to inflict any status condition on the target they desire, can control them as if under Dominate monster, and deal any amount of nonlethal damage desired up to a maximum of their current hit points. They are utterly at the Master of illusion's mercy. If a subject succeeds on their will save however they are completely immune to ALL abilities of the spell familiar for 24 hours, as such using this power can be risky.


Necromancy:
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A necromancy spell familiar is a looming and invisible shadow of death. At its most basic this shadow has three abilities, the first is the mere presence of the shadow causing a creatures vitality to weaken. A creature occupying the same space as a spell familiar spell familiar counts the as 1 level lower for the purpose of magical effects based on HD such as circle of death or cloudkill and also takes -1 on all saving throws. This is not the same as a negative level and comes with no other penalties of its own. Secondly the spell familiar has to ability to occupy the same 5 ft area as a corpse and animate it as either a skeleton or zombie. The skeleton or zombie cannot have more HD than the Student of necromancy possesses, however this number is calculated after the Spell familiar reduces a targets effective hd. So even a first level Student of necromancy making use of this spell familiar can animate and control a human zombie, which would normally be a 2 HD creature. This control is tracked separately from any other pool of undead being controlled by the Student of necromancy. Lastly the familiar may be used to ward off deathly energy, and when a student of necromancy has their familiar occupy the same square an allied creature they may choose for that creature to get a bonus on all saves against necromancy effects equal to the amount it would normally reduce the creatures effective HD by. A Necromancy spell familiar is dispelled if any form of resurrection spell is cast on a square it currently occupies.

At 5th level: As the necromancy familiar grows more powerful it takes more and more energy from the victim. The spell familiar now lowers a target's effective level and level throws by 2, and additionally reduces the max hp of the attached creature by 10 for as long as it occupies their space. If the student has the familiar protecting a subject they instead gain +1 hp/hd to their max hit points. When the Familiar moves off of a creature the effect ends but the amount of damage a creature has taken doesn't change but a slain creature remains slain. Additionally the spell familiar may now animate a skeleton or zombie and apply the evolved undead template to it (Libris mortis pg 100).

At 10th level: The Necromancy familiar's draining abilities become even more potent. The spell familiar now bestows 3 negative levels rather than simply reducing effective HD. These negative levels vanish as soon as the spell familiar moves away and they can never cause permanent level loss. An undead animated by the spell familiar now has maximum hit points per hit die. When used to protect a creature from negative energy effects this ability negates as many negative levels as it would otherwise bestow though.

At 15th level: The necromancy familiar now bestows 4 negative levels instead of 3, and the familiar may now occupy the same space as an undead creature and force it to make a will save or become controlled. The save dc is 10+1/2 level+int mod. However as soon as the familiar detaches the undead regains control of itself. An undead animated or controlled by the necromancy familiar now adds its creators int bonus to its attack, damage, armor class and saving throws as a profane bonus, and fast healing equal to it's HD.

At 20th level a Necromancy spell familiar inflicts 5 negative levels instead of 4. Secondly, if protecting a creature; that creature is immune to all negative energy effects as if protected by death ward, this is in addition to the bonus on saving throws, in case a situation arises in which the immunity is somehow negated or bypassed. Thirdly an undead animated by the spell familiar is no longer destroyed. It will continue to take damage beyond 0 hp and will be unable to act until it's hit points reach a positive value. Any effect that completely destroys the body will still stop the undead form reforming. Finally if a Master of Necromancy is ever slain, they gain full control of their Spell familiar, and even cast their spells out of it allowing them to somewhat cheat death. However in this incorporeal form a Master of Necromancy is unable to regain their spells by any means, so once a spell is cast, it is gone until the Master of Necromancy is revived. Additionally if the Master of Necromancy is attached to and controls an undead in this form they may speak out of the body, cast out of it, and it functions similarly to a magic jar spell but without the jar itself, though they still may not regain their spells.


Transmutation:
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A transmutation spell familiar is a formless ever changing thing and is capable of taking the effect of a transmutation spell onto itself. A Student of Transmutation may cast any single target spell that does not allow a saving throw into their spell familiar. Anytime the spell familiar occupies the same space as another creature that could be a viable target for the spell that creature gains the spell effect immediately and looses it if the spell familiar moves away from them. In addition to being able to move the spell effect the Student of transmutation may spend a full round action to extend the duration of the contained spell for 1 round. Any decisions regarding the function of the spell must be decided when it is cast into the familiar. A transmutation spell familiar is dismissed if it carries a single spell for 48 hours, this dismissal takes place after the Student of transmutation prepares their spells for the day.

5th level: The transmutation spell placed into the spell familiar may now have a target of touched object or personal but it must still be harmless. Additionally maintaining the duration by a round is now only a standard action.

10th level: The transmutation spell placed into the spell familiar no longer has to be harmless. If the spell normally allows a saving throw, the creature contacted by the spell familiar may make that save, and if successful they are immune to the specific casting of the spell held within the spell familiar until it changes. The Saving throw DC is calculated as if the spell were an ability of the spell familiar. Furthermore focusing on maintaining a spell in a spell familiar is now only a move action.

15 level: The Student of transmutation may now cast area of effect spell into their spell familiar. Each round the spell familiar may treat any object, substance, or creature in the space it occupies as if it were in the area of effect when the spell was cast. Lastly extending the duration of the spell within the spell familiar now requires only a swift action.

At 20th level a Master of Transmutation's abilities become more flexible rather than merely more powerful. First, A Master of transmutation may now cast a second spell into their familiar allowing them to blend the magics together. Extending the duration of one spell in the spell familiar does not extend the other. Additionally, each round when using a free action to move the spell effect of the familiar the Master of Transmutation may choose to change any decision made about the spell. Such as what a subject is polymorphed into, or what substance an object is transmuted to.

Studious intent: At second level the student of magic must make a very important choice, they must decide the purpose of their magical study. They may choose either the path of history, the path of theory, or the path of power. Thereafter they gain a set of benefits based on this choice and once made it cannot be altered.

Path of history: The Student is dedicated not only in learning the story of magic, but in leaving tangible reminders behind. At Second level And every 2 levels thereafter the Student gains a bonus feat, they must select either an item creation feat, or any skill focus (knowledge) feat. They must otherwise qualify for the feat and meet all other prerequisites. Additionally through the use of these feats a Student of magic may only count their spellcasting levels towards meeting the prerequisites for crafting items if the item only requires spells from their chosen school.

Path of theory: The student with this path has a great focus on mastering new ideas and concepts regarding their magical abilities. Beginning at second level and again every 2 levels thereafter the Student may use their Magical research ability to learn an additional spell. This spell may be either from their primary spell list or any other list.

Path of power: The student walking the path of power has little desire for knowledge, instead craving more magical energy. At second level and every 2 levels thereafter the Student gains an extra spell slot per day of the highest level spell they can currently cast as well as a +1 bonus on caster level checks to overcome spell resistance and dispel magic.