Skill School: Arcane Life

## Summary

Arcane Life is the art of granting life, intelligence, and sentience to physical objects via magic.

 to-do - rules for using mana batteries to autonomously power large constructs

## Rules

### Basic Rules

In order to create Arcane Life, a spellcaster must have access to two compatible Arcane Skill Schools. In General, the spellcaster must have one Material Magic and one matching Energy Magic, as listed below. If a Spellcaster has any valid combination of Material and Energy magic, they may take Arcane Life talents and techniques.

 Stone/Earth
 Wood
 Crystal
 Flesh

### Creating an Arcane Construct

An Arcane Construct may be created from any object of the appropriate Material Magic. The arcane construct may be of a pre-existing form (Ie, a Stone Statue), or may be shaped at will using the appropriate Arcane Skill School (Eg, a Metal Mage may shape a chunk of metal into any shape they wish, and then bring it to life). The size of the arcane construct is determined by it's material volume. Mages with the appropriate arcane skills may target a variety of objects to use as the base of an arcane construct, for example, Statues, Crafted Items, and Creatures.

When targeting a Creature (Eg, a Gnomanoid, animal, or plant) for the creation of an Arcane Construct, the creature is entitled to a mettle save to avoid being taken over. the TS of this mettle save is equal to the spell-casters ranks in the appropriate Energy skill. Creatures that do not have mettle but nonetheless posses rudimentary agency due to faith (Ie, Zombies, Angels) may instead force the caster to make a faith save where the TS is equal to 20 + the faith required to imbue the creature with agency.

#### Construct Characteristics

Arcane constructs may be treated as independent characters. As such, any Arcane Construct has 8 characteristics. These Characteristics are defined as:

* 0 + Caster Modifier + Material Modifier + Energy Modifier + Size Modifier

using the following Modifiers (Empty cells = 0)

#### Construct Attacks

By default, all constructs gain access to a size appropriate Slam attack, but may also have access to additional physical attacks depending on the form of the construct (To be discussed with the Arbiter).

### Controlling a Construct

By default, any construct will obey any simple commands given to it by anyone.

In order to move, an *Arcane Construct* must be powered. An *Arcane Construct* can gain power a number of different ways.

* The action 'Power Construct' allows a spellcaster to channel arcane energy into the targeted construct, providing it power for one turn.
* The technique *Chisel Arcane Fluting* grants Arcane Constructs to D4 Wild Mana per turn. If this exceeds the Arcane Construct's Size-determined power requirements (Listed in the Action 'Power Construct'), the construct is considered to have autonomously powered itself for that turn. If not, 'Power Construct' can be used at a discount to make up the remainder.
* *Arcane Constructs* can be powered with any number of Arcane Orbs installed during construct creation. *Arcane Constructs* will draw an amount of *Mana* per turn equal to their power requirements from the orb.
* *Arcane Constructs* with access to both *Arcane Fluting* and *Arcane Orbs* will instinctively user power provided by *Wild Mana* first and only rely on *Arcane Orb* stored mana if required.

 Quick Table

## Actions

### Power Construct

 Action
 Mana Cost
* 1 Mana (Tiny Construct)
* 2 Mana (Small Construct)
* 3 Mana (Medium Construct)
* 4 Mana (Large Construct)
* 6 Mana (Giant Construct)
 Duration
 Range
 Effect

### Wipe Architecture

 Requirements
 Action
 Cost
* 2 Mana (Small Construct)
* 3 Mana (Medium Construct)
* 4 Mana (Large Construct)
* 5 Mana (Giant Construct)
 Duration
 Range
 Effect

## Talents

### Effective Immortality

 Effects
In addition, the construct is treated as having all skill schools, cultural traits, talents, and techniques as this character.
When invoking Effective Immortality, the player may choose if they would prefer to continue playing 'as' their original character or the clone, or both with the Arbiters discretion.

### Efficient Power

 Requirements
 Effects

## Techniques

### Chisel Arcane Fluting

 Action
 Cost
* 1 Mana (Tiny Construct)
* 2 Mana (Small Construct)
* 3 Mana (Medium Construct)
* 4 Mana (Large Construct)
* 6 Mana (Giant Construct)
 Duration
 Range
 Effect

### Clone Mind

 Action
 Cost
* 1 Mana (Tiny Construct)
* 2 Mana (Small Construct)
* 3 Mana (Medium Construct)
* 4 Mana (Large Construct)
* 6 Mana (Giant Construct)
 Duration
 Range
 Effect

### Create Construct

 Action
 Cost
* 4 Mana (Tiny Construct)
* 6 Mana (Small Construct)
* 8 Mana (Medium Construct)
* 10 Mana (Large Construct)
* 12 Mana (Giant Construct)
 Duration
 Range
 Effect

### Innervate

 Requirements
 Action
 Cost
* 4 Mana, 1 Mana Concentration (Tiny Construct)
* 6 Mana, 2 Mana Concentration (Small Construct)
* 8 Mana, 3 Mana Concentration (Medium Construct)
* 10 Mana, 4 Mana Concentration (Large Construct)
* 12 Mana, 6 Mana Concentration (Giant Construct)
 Duration
 Range
 Effect

### Voice Activation

 Action
 Cost
* 1 Mana (Tiny Construct)
* 2 Mana (Small Construct)
* 3 Mana (Medium Construct)
* 4 Mana (Large Construct)
* 6 Mana (Giant Construct)
 Duration
 Range
 Effect