This idea was inspired by
Sailor Vulcan's post here.This format will be identical to normal Arena Play except as mentioned.
SetupEach player will start with two Mages; one of which must be a Mage from Academy. Forward, these mages shall be referred to as Master and Apprentice, with the Apprentice being the Academy Mage. Each Mage will have it's own accompanying spellbook, with separate spellpoint counts as limited by their Mage Ability Cards. Both are allowed to use any spells legal in Arena.
When setting up the game, both Mages that one player controls shall begin in the same zone. Their Apprentice gets their own Action Marker but does not get a Quick Cast Marker. You will need a separate status board for each Mage. The dials provided in Academy may work, but being an Arena game you should be aware that changes to Life and Channeling values are possible which aren't tracked on the dials.
Game PlayDuring the Planning Stage, you will prepare 2 spells for your Master from the Master's Spellbook, and 1 spell for the Apprentice from the Apprentice's Spellbook. Each Mage must use their own mana supply to cast their prepared spells. For familiars and spawnpoints that cast spells, if they can't provide the entirety of the spell's mana cost themselves, then the remainder may come from either of your two mages regardless of which one first cast the Familiar or Spawnpoint.
VictoryThe goal of the game is to kill both of your opponent's Mages. If your Apprentice is killed, you lose access to the Apprentice's Spellbook. Your Master continues to prepare 2 spells from their own spellbook each round. Similarly, if your Master is killed, you lose access to the Master's Spellbook. Your Apprentice continues to prepare only 1 spell from their own spellbook each round. Nothing happens to the cards in play whenever a mage is killed. The bond between Apprentice and Master is so strong, that they can take over each others spells. Any objects attached to the slain mage though are of course discarded.