Two mages are better than one.Communion is an arcane technique that allows one mage to draw from other (however it is ensured) willing spellcasters to bolster their own prowess and weave spells greater than any one mortal could ever hope to achieve. Such unions were once under the scrutiny of various gods of magic, fearful of what an ambitious wizard might obtain with it, but with the End of All Things, all such constraints have fallen away. Now, it is only wizards inability to get along that stop Communions from being more common.
EffectThe Communion consists of two spells: Links and Anchors. Each member who wishes to be part of a Communion must know the Link spell, but only one needs to know the Anchor.
AnchorsAnchors are the leader of the Communion, the one who draws power from the others and initiates the communion.
LinksLinks connect themselves to the Anchor and allow her to draw power from them, and once connected have no choice.
MagnitudeThe most simple use of Communion is to enhance the sheer power of the spell, often well beyond its normal limits.
ReachSimilar to Magnitude, Communion Anchors can increase the regular reach of a spell from yards to miles.
AreaArea-of-effect spells can be widened until they bloat across entire battlefield, or even kingdomds if enough Links are called.
Depending on the exact nature of the spell, other, more esoteric elements can be increased if the Anchor is knowledgable and skillful enough.
I Order You To VolunteerWhile Links must be cast the spell that chain them to the Anchor, such acts can be compelled. The most infamous way is the Arcane Heart, an artifact of great power that resembles a crystal heart. Those who trade their hearts for the artifact grows small crystal shackles from their backs; when attached around a spellcaster's neck, there act as an always active Link spell that only work to the Heart.
Item | Dec 8, 2020
A Crystal heart, offering arcane dominion at the cost of flesh, blood, and freedom.