Gothic Simulacrum
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, XP
Casting
Time: 12 hours
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving
Throw: None
Spell
Resistance: No
Gothic Simulacrum
creates a duplicate
of any creature. The duplicate creature is partially real and formed from a
special alchemical liquid. It appears to be the same as the original, but it
has only one-half of the real creature’s levels or Hit Dice (and the
appropriate hit points, feats, skill ranks, and special abilities for a
creature of that level or HD). You can’t create a simulacrum of a creature
whose Hit Dice or levels exceed twice your caster level. You must make a
Disguise check when you cast the spell to determine how good the likeness is. A
creature familiar with the original might detect the ruse with a successful
Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive
check.
At all times
the simulacrum remains under your absolute command. No special telepathic link
exists, so command must be exercised in some other manner. A simulacrum has no
ability to become more powerful. It cannot increase its level or abilities. If
reduced to 0 hit points or otherwise destroyed, it dies. A complex process
requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical
laboratory can repair damage to a simulacrum.
Material
Component: To create
the duplicate, you must have a piece of flesh (not hair, nails, scales, or the
like) with a volume of at least 1 cubic inch that was taken from the original
creature’s living body. The piece of flesh need not be fresh, but it must be
kept from rotting. Once the spell is cast, the duplicate must be grown in a
laboratory for 2d4 months. Additionally, the spell requires powdered ruby worth
100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be
created (minimum 1,000 XP).
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