Spell-Sharing
The things I do for my players (affectionate)
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Spell-sharing is an age-old tradition of the Tanxue Court of fey. It was first discovered during the war against Arborea. Originally from that realm itself, a young fey was able to channel their magic through a partner to cast a forcefield to protect them.
Spell-sharing occurs when two individuals are completely in sync. A spell-share cannot occur if either are unwilling, or have different ideas of what to do with the spell. However, if both participants are unknowingly willing, a spell share may occur without either directly asking for it. Because of this, it took many years for the Tanxue people to find out exactly what state of mind caused a spell-share.
This state has been translated from Primordial to Sylvan as 渴 (Ke, meaning thirst) but the original meaning was more akin to ‘attuned’ or ‘passion’. It is seen as a positive thing in Tanxue courts, as it symbolises a balanced mind and most usually great obedience/ teaching to an apprentice. Gaofeng Court factions often see this behaviour as protecting others from their karma, or learning a lesson, so there is very little of this seen on the mountain.
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When two creatures would like to spell-share, the caster must:
- have at least one spell slot of the spell’s level
- be within 40ft of the other creature
- have an intelligence of at least 8
The acquirer, in turn, must also:
- have an intelligence of at least 8
- not be petrified or unconscious
The caster chooses one spell to hurl through the acquirer. The caster uses their attack modifier or DC for the roll, and the acquirer may choose a single metamagic to augment the spell, as seen from the list below:
- careful spell (level 3)
- distant spell (level 3)
- empowered spell (level 5)
- extended spell (level 5)
- heightened spell (level 7)
- twinned spell (level 7)
If the spell does damage, it may damage the acquirer under the same damage roll. The same DC or attack modifier is used, and the acquirer takes (half)dx+(level) damage. If it is one dice, the acquirer takes one dice of damage. The caster will always take damage that cannot be resisted, taking xdx of the original spell’s damage as psychic damage.
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