Prerequisites: universalist wizard, Hand of the Apprentice
You can access the fundamental abilities of any school of magic. During your daily
preparations, choose one of the eight school spells gained by 1st-level specialist wizards.
You can use that school spell until your next daily preparations. When you Refocus, you can
choose a different school spell from among those eight school spells, replacing the previous
one. Increase the number of Focus Points in your focus pool by 1.
With a complex gesture, you alter the energy of your spell to overcome resistances. If the
next action you use is to Cast a Spell, the spell ignores an amount of the target’s resistance
to acid, cold, electricity, fire, or sonic damage equal to your level. This applies to all damage
the spell deals, including persistent damage and damage caused by an ongoing effect of the
spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
In a mentally strenuous process, you modify your casting of a spell to take less time. If
your next action is to cast a wizard cantrip or a wizard spell that is at least 2 levels lower
than the highest-level wizard spell you can cast, reduce the
number of actions to cast it by 1 (minimum 1 action).
During your daily preparations, you can create two temporary
scrolls containing arcane spells from your spellbook. These
scrolls follow the normal rules for scrolls (page 564), with some
additional restrictions. Each scroll must be of a different spell
level, and both spell levels must be 2 or more levels lower than
your highest-level spell. Any scrolls you create this way become
non-magical the next time you make your daily preparations. A
temporary scroll has no value.
If you have master proficiency in arcane spell DCs, you can
create three temporary scrolls during your daily preparations,
and if you have legendary proficiency, you can create four
temporary scrolls.
You creatively apply your prepared spells to Counterspell a
much wider variety of your opponents’ magic. Instead of being
able to counter a foe’s spell with Counterspell only if you have
that same spell prepared, you can use Counterspell as long as
you have the spell the foe is casting in your spellbook. When
you use Counterspell in this way, the prepared spell you expend
must share a trait other than its tradition with the triggering
spell. At the GM’s discretion, you can instead use a spell that
has an opposing trait or that otherwise logically would counter
the triggering spell (such as using a cold or water spell to
counter fireball or using remove fear to counter a fear spell).
Regardless of what spell you expend, you take a –2 penalty to
your counteract check, though the GM can waive this penalty if
the expended spell is especially appropriate.
You have a literal sixth sense for ambient magic in your vicinity.
You can sense the presence of magic auras as though you were
always using a 1st-level detect magic spell. This detects magic in
your field of vision only. When you Seek, you gain the benefits
of a 3rd-level detect magic spell on things you see (in addition
to the normal benefits of Seeking). You can turn this sense off
and on with a free action at the start or the end of your turn.
Your connection to your bonded item increases your focus pool.
If you have spent at least 2 Focus Points since the last time
you Refocused and your bonded item is in your possession, you
recover 2 Focus Points when you Refocus instead of 1.
When you successfully use Counterspell to counteract a spell
that affects targeted creatures or an area, you can turn that spell’s
effect back on its caster. When reflected, the spell affects only
the original caster, even if it’s an area spell or it would normally
affect more than one creature. The original caster can attempt a
save and use other defenses against the reflected spell as normal.
When you draw upon your bonded item, you can leave a bit of
energy within it for later use. You can use Drain Bonded Item
one additional time per day, but only to cast a spell 2 or more
levels lower than your highest-level spell.
You maintain a spell with hardly a thought. You immediately
gain the effects of the Sustain a Spell action, allowing you to
extend the duration of one of your active wizard spells.