Sunday, January 2, 2011

Campaign Design - Spells: Duplicate

Duplicate (from the Book of Eldritch Might II)
Necromancy

Level: Sorcerer/Wizard 9
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target, Effect, or Area: You
Duration: 1 round per caster level
Saving Throw: None
Spell Resistance: No

You create a temporary duplicate of yourself and your gear. This is not a clone - you control the duplicate as surely as you control yourself, for you and it are one person: One mind with two bodies. Both you and the duplicate can do anything that you can do independently. In any given round of the duration, you can both take independent actions, so the duplicate can cast a spell and you can use a wand. You and the duplicate do not need to stay close to each other. If you create a duplicate, you can have it step through a magic gate to explore what lies beyond, while the "real you" stays safe on this side. You share the same thoughts - your thoughts are the duplicate's.

The duplicate is an exact replica of you as you are at the moment you cast the spell. If you are down 11 hit points and 1 point of Constitution, so is the duplicate. If you are diseased, so is the duplicate. The duplicate does not carry lingering spell effects - neither beneficial ones such as cat's grace or stoneskin, or harmful ones such as slow or doom, even if you do when you cast the spell. After the duplicate is created, you can cast spell effects on it (or the duplicate can cast them) but even then spell effects are not necessarily shared by both of you. The duplicate cannot be commanded to hurt you more easily than you can be commanded to harm yourself.

Spells cast by either you or your duplicate come from your spell total. Charged items (or items or abilities with a number of available uses per day) that you or the duplicate use count against the total number of charges or uses per day.

If the duplicate dies, the spell duration ends. if you die, the duplicate becomes the permanent version of you, its gear becomes the "real gear", and your gear disappears. You suffer an immediate loss of 2d4 x 1,000 experience points as you transition your soul into the new form. The duplicate is now you (and could cast duplicate again).

You cannot have more than one duplicate at a time, and the duplicate cannot have a duplicate. The spell cannot be made permanent, other than by the death of the caster as described above.

Material component: Two perfectly matched diamonds, each worth at least 1,000 shillings.

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