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    • Pg. 200–201

      • With the removal of the eight schools of magic as part of the Pathfinder Second Edition Remaster Project, Player Core pg. 200–201 introduced the Unified Magical Theory with equivalent mechanics as the universal practice of all eight schools.
      pathfinderwiki.com › wiki › Unified_Magical_Theory
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  2. Prerequisites legendary in Arcana. You've started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens.

  3. Unified theory lets you use arcana without penalty to identify magic items, activate them, and identify spells of any tradition without penalty. If you want to be the lore guy, this is pretty good- certainly not a trap feat.

  4. In doing so, you'll find the truths that lie at the intersection of each school, coming closer to the ideal nature of arcane magic. One day, you'll uncover that single elegant theory detailing all magic (perhaps a theory bearing your name?), but until then, your studies continue.

  5. No, what Unified Theory applies to is when you make an Arcana/Nature/Occult/Religion check, and which you make is dependent on a magic tradition. Sacred Defenses doesn't change which skill it uses based on the tradition, thus it does not qualify.

  6. A Unified Theory character can use Arcana to cast divine rituals. Use Arcana to identify primal spells, or Arcana to trick occult magic items. If you had Consult the Spirits, I'd expect Arcana to apply there too. It does let you identify any spell/magical effect in the game with Arcana.

  7. Unified theory doesn't specifically require that more than one option be an option for you to use it. E.g.: a scroll for a spell they'd only on the primal list can only use a nature check, but unified theory works for that with trick magic item.

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