Base Class: Wizard
The Universalist school of thought is one of exacting technicality and mystical precision. Not only do these wizards memorize the fundamentals of magic as all wizards do, these wizards reflect on the very mechanics behind the fundamentals and derive a great understanding of magic itself, as its own force of nature. What this accomplishes for them are the knowledge of "Precise Arcana," a series of formulas these wizards devise which can affect magical spells in innovative ways. Not only can these wizards accomplish this, but they are expert dispellers and counter-mages, often ably to properly staunch foes who would use magic by expending their own magic easily. The Archmagi among these schools of thought can even reflect, redirect, or copy spells cast near or at them. Through all of their seemingly trivial, overly precise, mechanical obsession with magical formulae, these Blue Archmagi are the most able to cast Wish and fully alter reality with their power.
Archmagus Devon Wester is the current headmaster of the Astranimus Academy of Arcane Instruction, and the only Blue Archmage known in the entirety of Avalestra. His incredible intellect helped devise the Worldwind spell that swept away the Human Plague, and he maintains the most staunch support of the Empyrean Empire which funds the academy, even in these harsh times of restoration in the aftermath of the Plague. It is his stern countenance that keeps the noble council in line often, and he is seen as the highest advisor to the Throne of Law in the entire empire. His voice counts as two among the Empyrean Senate, so revered is he in the Empire. This is the station an ambitious Universalist wizard might seek to attain, as reality can indeed be what you make it.
Precise Arcana
2nd-level Universalist feature
At 2nd level when you choose this tradition, you learn the fundamentals of magic to such a fine degree that you can tailor the formulas of spells you cast. You learn Precise Arcana for two spells in your spellbook which require spell slots to cast. This adds an additional page to the length of the spell in your spellbook. Choose one Metamagic effect from the Sorcerer Metamagic feature which costs no more Sorcery Points to use than half your Wizard level, and when you cast the chosen spell, you may choose to apply the chosen Metamagic effect to that spell without expending Sorcery Points. If a Metamagic effect you choose has a variable point cost such as Twinned Spell, you choose which cost the effect is used at when you acquire the Precise Arcana, and it is always used at that chosen point cost from that point on, to the limit of half your wizard level in Sorcery Points cost. For example, when you gain this feature at 2nd level, you may choose the Extend Spell Metamagic effect and apply it to one of your chosen spells: Detect Magic. Thereafter, any time you cast Detect Magic, you may choose to cast it with the benefit of the Extend Spell Metamagic without paying 1 Sorcery Point for the effect of Extend Spell.
Additionally, whenever you gain a Wizard level, you may choose one additional Precise Arcana for a spell written in your spellbook. If your spellbook is ever lost or destroyed, you still remember the Precise Arcana for any future time that you are able to copy that chosen spell into a new spellbook, transcribing the spell as normal, then adding the Precise Arcana page.
Magic of Magic
6th-level Universalist feature
At 6th level, you become adept with the most fundamental techniques of altering the ebb and flow of magic itself, and you become capable of directing magical potential in the world around you more easily. You learn the Counterspell and Dispel Magic spells, adding these to your spellbook, and you always have these spells prepared. They do not count against the number of spells you prepare each day. Whenever you make an Intelligence ability check for either of these two spells, you gain a +2 bonus to that roll.
Additionally, you may transfer raw magical potential from yourself to another creature. As an action, you may touch a creature as you speak magic words, and expend any 2nd-level or higher Wizard spell slot, and that creature regains an expended spell slot with spell level equal to one less than the level of the spell slot you expended for this feature. For example, if you use this action, speak magic words and touch a creature as you expend a 4th-level spell slot, you may cause that creature to regain a 3rd-level spell slot they have expended. You may use this feature a number of times equal to your Intelligence modifier (minimum 1) before you must finish a long rest to use it again.
Antimagic
10th-level Universalist feature
At 10th level, you have learned to thwart magic utterly, entering an antimagic state which prohibits magic against you outright. As an action, you become divorced from the magical energy that suffuses the multiverse. While you maintain concentration, you can't cast spells, and even magic items you carry temporarily become mundane.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target you or an object you are carrying have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't affect your square. If your square overlaps an area of magic, the part of the area that is covered by the square is suppressed. For example, the flames created by a wall of fire are suppressed within your square, creating a gap in the wall if the overlap is large enough. Magical traps have no ability to detect you or affect you.
Spells. Any active spell or other magical effect on you is suppressed, and spells that would detect you with magical sensors do not detect you.
Magic Items. The properties and powers of magic items are suppressed in your square. For example, a longsword, +1 in your hands or square functions as a nonmagical longsword, and attacks with magic weapons or ammunition are treated as if they nonmagical attacks against you. Magical ammunition fired from ranged weapons resumes normal function when fired from your ranged weapons when the ammunition leaves your square.
Magical Travel. Teleportation and planar travel fail to work in your square, whether the square is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, fails to move or transport you, and you cannot access it for travel.
Creatures and Objects. A creature or object summoned or created by magic becomes as if it were transparent to your vision. You automatically see all objects summoned or created by magic as if it were transparent, and creatures summoned by spells treat you as if you were invisible, silent, and undetectable.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on you or your square. Likewise, this effect and effects created by different sources such as antimagic field spells don't nullify each other.
You can concentrate, as if concentrating on a spell, to maintain this state for a number of minutes equal to your Intelligence modifier (minimum 1), and you may cancel this state as a bonus action. You may use this feature once before you must finish a long rest to use it again.
Additionally, you now have an Arcana Score and whenever you cast a spell modified by your Precise Arcana, you may gain an Arcana Point. You may expend 3 Arcana Points to cast either Counterspell or Dispel Magic spells without expending a spell slot, and if you choose to spend more Arcana Points, you can increase the spell slot used on these spells by 1 point for each additional point you spend, up to a maximum level of the highest level spell slot you can cast. Your Arcana Score resets to 0 when you finish a long rest.
Master of Arcana
14th-level and 20th-level Universalist feature
When you achieve 14th level in this class, you gain the ability to not only counter spells cast at you, but you can also learn to reflect those spells at new targets, and also copy spells cast around you as they are cast. Whenever you succeed at cancelling a spell with Counterspell, you may as part of that reaction, choose to redirect the area or targets of that spell as if you had cast it yourself, and cause the spell effect to occur in the new area or on the new chosen targets instead of cancelling that spell. For example, if a creature casts Fireball and includes you in the area of effect, you may cast Counterspell, and if successful, you may then choose to cause that spell to have a new area of effect, as if you had cast it yourself.
Additionally, you can also copy spells cast within your immediate area. Whenever another spellcaster within 30 feet of you casts a spell that expends spell slots, you may use your reaction to cast that spell as if you had prepared it yourself, also expending the spell slot of that spell. When you use this reaction, you cannot cast spells that expend spell slots until the end of your next turn.
Lastly, at 20th level in this class, you can cast the Wish spell once without expending a spell slot before you must finish 1d3 long rests to cast it this way again. When you cast this spell, there is never a chance that you are unable to cast wish ever again if you suffer the stress described in the spell.
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