Copy [spell] [Archive] - Wizards Community

Post/Author/DateTimePost
criticalstriker

04-02-07, 03:06 PM
Copy
Necromancy [Evil]
Level: sorc/wiz 3
Components: V, S, M, XP.
Casting time: 10 minutes
Range: Touch
Effect: One copy
Duration: Until killed
Saving throw: Will negates
Spell resistance: Yes

Upon casting this spell you stab your hand into your helpless victim, a black ooze like substance begins to swallow the victim. After it has wrapped around the victims entire body, you pull your hand out, and the ooze begins to retreat, reveling a copy of your self.

This spell transforms one helpless creature into a nearly perfect copy of the original. To use the spell, the caster must have a special gem, that costs at least 1000 GP, a helpless victim, and 10 minutes of free time, during which he cannot be disturbed or the spell fails instantly. The victim has to be of the same size category and race as the original. The clone starts as a character of the same class with a level equal to (the caster level) -4, to a minimum of 1. They start with ability scores equal to (the casters original ability scores) -4 to each. Do not use the original creatures skill points for the copies, instead calculate the amount of skill points the copy would have if he were a character and place them in the same skills that the original has. The copy starts with the same feats that the original had at the clones level, the clone can have these feats even if he does not qualify for them, I.E, the original has a dex of 15 and takes the two weapon fighting feat, when he casts this spell the copy only has a dex of 11, the clone still gains the feat even though he couldent normally. The clone levels like a normal character of it's level would. As it levels it can put the skill points into any skill, and may select different feats. It cannot take feats that they do not qualify for after being created. It can cast spells, but due to it's nature the spells have an effective caster level of -2 (to a minimum of 1). The caster can create a maximum HD of clones equal to his caster level. The caster can choose to make the clone less powerful then the max he is allowed, I.E, Teris, the 10th level wizard, casts this spell, but he already has a 6th level copy, so he decides to make this copy a level 4 instead. The copies personality is an exact copy of the original, with one difference; unless it succeeds a will save of DC 25, it is fanatically loyal to the creator. If the copy succeeds the will save it is treated as being hostile towards the caster. The caster is not aware of the copy being hostile when created. The creator can destroy any one of the clones with a single command word he chooses, if some one else learns the command word, they can also destroy any clone. Each clone can have a different command word to destroy it if the maker wishes. The command word must be chosen at the creation of the copy. Do to the nature of the clone, they cannot exceed level 10, if they go over this level, the arcane energy imbued within them becomes unstable and they explode in a flash of light 2D4 days after gaining the level

Material component: 1 gem worth at least 2000GP
XP cost: 500 XP
criticalstriker

04-02-07, 03:06 PM
Is this too powerful? To weak?
Nephlite

04-02-07, 03:08 PM
Copy
Necromancy [Evil]
Level: sorc/wiz 3
Components: V, S, M, XP.
Casting time: 10 minutes
Range: Touch
Effect: One copy
Duration: Until killed
Saving throw: Will negates
Spell resistance: Yes

Upon casting this spell you stab your hand into your helpless victim, a black ooze like substance begins to swallow the victim. After it has wrapped around the victims entire body, you pull your hand out, and the ooze begins to retreat, reveling a copy of your self.

This spell transforms one helpless creature into a nearly perfect copy of the original. To use the spell, the caster must have a special gem, that costs at least 1000 GP, a helpless victim, and 10 minutes of free time, during which he cannot be disturbed or the spell fails instantly. The victim has to be of the same size category and race as the original. The clone starts as a character of the same class with a level equal to (the caster level) -4, to a minimum of 1. They start with ability scores equal to (the casters original ability scores) -4 to each. Do not use the original creatures skill points for the copies, instead calculate the amount of skill points the copy would have if he were a character and place them in the same skills that the original has. The copy starts with the same feats that the original had at the clones level, the clone can have these feats even if he does not qualify for them, I.E, the original has a dex of 15 and takes the two weapon fighting feat, when he casts this spell the copy only has a dex of 11, the clone still gains the feat even though he couldent normally. The clone levels like a normal character of it's level would. As it levels it can put the skill points into any skill, and may select different feats. It cannot take feats that they do not qualify for after being created. It can cast spells, but due to it's nature the spells have an effective caster level of -2 (to a minimum of 1). The caster can create a maximum HD of clones equal to his caster level. The caster can choose to make the clone less powerful then the max he is allowed, I.E, Teris, the 10th level wizard, casts this spell, but he already has a 6th level copy, so he decides to make this copy a level 4 instead. The copies personality is an exact copy of the original, with one difference; unless it succeeds a will save of DC 25, it is fanatically loyal to the creator. If the copy succeeds the will save it is treated as being hostile towards the caster. The caster is not aware of the copy being hostile when created. The creator can destroy any one of the clones with a single command word he chooses, if some one else learns the command word, they can also destroy any clone. Each clone can have a different command word to destroy it if the maker wishes. The command word must be chosen at the creation of the copy.

Material component: 1 gem worth at least 2000GP
XP cost: 500 XP

Wait, so similar to Simulcrum spells but these ones can level up? Definately too low a level spell.
I mean at the least 5th or 6th as Sim is 7th level as this spell starts okay, but exponentally becomes awesome.
criticalstriker

04-02-07, 03:16 PM
How's that? I put a level cap on it so you cant have epic level copies of your self running around :P
Steidas

04-02-07, 03:35 PM
It shouldn't have a command word.
Kursk

04-02-07, 03:35 PM
Is this too powerful? To weak?

For the level assigned, insanely too powerful.
green_yawgmoth

04-02-07, 04:56 PM
Formatting is your friend. I'll reserve judgement until that thing's broken into 3-4 paragraphs. Sorry Agent Smith. ;)


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