Co-location (Anywhere Spell)
Sphere: Arcana
Requirement: MageX5, Arcane Bindings x5
A limited application the processes behind Arcane Bindings and the future theory of teleportation, Co-location lets a mage provide a limited ability to manipulate targets from multiple angles by creating floating copies of limbs. These proxies are magical force shaped by the mage's will, and controlled mentally as if they're the targets limb. The proxies may be any extremity: arms, legs, heads, or 'others'. A side effect, and downside is that the mage feels sensation through these limbs, as if they were another copy of the limb - which can make things dangerous.
Mechanics: Co-location takes a round to cast, at half-defense. It lasts a scene out of combat, and 1 round per slot out of combat. It creates two of any limb the caster possesses, which are physically identical and have the same stats and armour, and can perform the same feats. The limbs can travel anywhere the caster can see, and if out of line of sight may move in the direction the caster wants, but move blindly. Aside from regular movements like punching or walking, they can be moved in the air at what constitutes brisk flying pace, allowing for limited pursuit an closing distances.
The spell creates two limbs at rank 1, with one extra every 5 slots, capping at 5 at 15.
In combat, Co-location lets you make close-ranged physical and magical attacks as ranged attacks, using the appropriate stats. The target rolls as per a ranged physical attack or ranged magical attack depending on the weapon/spell, applying the weapon or spells effect otherwise as normal (see below for how this spell deals with weapon attacks). They may also be used to grab and restrain a target, or assist in another attack for a +1 bonus per assisting limb.
Only one limb may attack at any time, and it does not allow multiple attacks in a round. However, the limbs may continue to hold or perform any repetitive action on their own, the same way a person may with their own limbs (holding an item or person with strength, turning a crank or hammering an anvil, and other repetitive motions). Obviously, the main caster can't also attack if using the limbs to attack. The only exception to the multiple action rule is that any limb may drop an item or help aid an attack provided it is in a place to do so.
Co-location cannot duplicate weapons in your hands, nor armour the hand is wearing except for the purposes of defense (it gets your defense including your armour, but cannot get the +1 attack from gauntlets or greaves) It can pick up weapons and use them, but you have to have the weapon within reach. Co-location limbs are otherwise as strong or dextrous as the caster.
The Caster feels everything the limb does, but otherwise has no special awareness of them. In addition, attacking a limb inflicts pain as if it was the caster's, feedback causing stress. Attacks against magical proxies get regular defense and armour, but damage stamina rather than life and risking causing the caster to pass out. The limbs cannot act at all if the caster is stunned, and will stop any action, even those they can normally perform autonomously.
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First draft of spell idea for Arcana. Criticisms are of course welcome.