Hold old is this heir? What are its stats like? Would powers that give the heir a free melee basic attack or something be good, or is it a very young child, somebody that the party should be removing from combat at all costs? I think an heir of about thirteen or fourteen years of age would be best... because then the party would have different ideas with what to do with him.
I somehow got it in my head that you wanted Paragon Paths to reflect this. Here's one I just threw together, before I reread your posts and realized you wanted feats or multi-class classes. Feel free to critique.
Court Magician
"Very good! But next time, a pinch more bat guano should really get etheric-matrix going."
Prerequisite: Any arcane class
You have taken it upon yourself to shape the young heir's mind, inculcating in him a healthy respect for the magical arts of the world. You teach him about its dangers and uses, about its history and its aesthetics, and you of course inform him of how generous tax breaks for the Academy would benefit the entire kingdom. With your diligent tutelage, the young heir may in time learn to become quite the magician himself, combing his own fledgling cantrips with your mighty spells.
Tutor's Action (11th level): When you use an action point, the heir gains a +2 power bonus to his Reflex and Will and Resist 5 Fire, Lightning and Cold until the end of your next turn.
Tutor's Influence (11th level): When you hit an enemy adjacent to the heir, you can choose to either push the enemy a number of squares equal to your Charisma modifier (minimum 1) or pull the heir a number of squares equal to your Intelligence or Constitution modifier (minimum 1).
Master and Journeyman (16th level): Choose one of the following damage types: cold, fire, force, necrotic, or lightning. When a creature provokes an opportunity attack from the heir, the heir can choose to change the damage type of his attack to the type you taught him. If he does so, the attack does an extra 1d6 damage of the selected type.
In addition, any enemy that starts it turn adjacent to the heir takes damage equal to your Charisma, Intelligence or Consitution modifier (choose one). This damage is also of the type you taught the heir.
Court Magician Spells
Tutor’s Rebuke --- Court Magician Attack 11
As the enemy closes in on your ward, you decide to give it a friendly little ‘warning’.
Encounter ✦ Arcane
Immediate Reaction --- Close burst 5
Trigger: An enemy in range hits the heir with an attack.
Target: The triggering enemy
Effect: Make a ranged basic attack against the target.
Practice --- Court Magician Utility 12
Lending the heir a bit of your magical power, you allow him to cast spells as an expert mage for a short amount of time.
Daily ✦ Arcane
Minor Action --- Personal
Effect: Until the end of the encounter, your at-will and encounter spells can originate from the heir’s space. You have line of sight and line of effect from the heir for your attacks. Any attack you make via the heir takes a -1 penalty its attack roll.
Explosion and Echo --- Court Magician Attack 20
You demonstrate a classic battle-spell, and then encourage your ward to attempt the same. He can’t quite manage your range and power, but your combined arcane might reshapes the battlefield all the same.
Daily ✦ Arcane, Implement, Thunder, Fire
Standard Action --- Area burst 5 within 20
Target: Each enemy in burst
Attack: Charisma, Intelligence, or Constitution vs. Reflex
Hit: 3d10 + Charisma, Intelligence, or Constitution modifier fire and thunder damage and you slide the target 2 squares.
Effect: Make a secondary attack.
Secondary Target: Each enemy within 2 squares of the heir.
Secondary Attack: Charisma, Intelligence, or Constitution vs. Reflex
Hit: 2d10 fire and thunder damage, and you slide the target 1 square.