The universal academy trains warmages who do not specialize in another academy, resulting in the most diverse of all warmages.
The universal academy grants the following powers.
Hand of the Apprentice (Su): At 1st level, you can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can expend 1 use of your academy power ability to make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.
Arcane Beacon (Su): At 3rd level, as a standard action, you can expend 1 use of your academy power ability to become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when the spell is cast.
Metamagic Mastery (Su): At 10th level, you can expend 1 use of your academy power ability to apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 10th level and one additional time per day for every two warmage levels you possess beyond 10th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage of your academy power ability for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
The universal academy grants the following additional spells at the indicated levels: