Clone

Clone

8th-rank - Wizard Spell: Necromancy

Casting Time: 8 hours
Range: Touch
Duration: Instantaneous
Components: V, S, M
Materials: a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal container filled with salt water
Auditory Sensory Effects: Moderate
Visual Sensory Effects: Medium
Olfactory Sensory Effects: None
Casting Perception Mod +4
Effect Perception Mod +5

This spell grows an inert duplicate of a living creature. Clones can have many purposes, from espionage and assassination, to development of powerful soldiers, or even as a safeguard against death.   After preparing the material components special vessel, you meditate as humming purple aura gathers in your hand. As you complete the casting, you touch the material components and the aura transfers to the material, giving it the spark of life.   The clone remains surrounded by nourishing purple aura as it forms inside a sealed vessel. It grows to full size and maturity after 16 weeks; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.   When its vessel is opened, a mature clone leaves suspended animation and becomes active -- it can be trained and conditioned to perform tasks as desired, although if it encounters the original creature or another clone of itself, it must make a DC 10 Wisdom saving throw or be afflicted with indefinite madness. If the vessel of an immature clone is opened, the clone dies.   This spell can be paired with other powerful spells to produce impressive effects. For example, combining Clone with Contingency and Life Force Transfer can transfer the soul of a creature to a stored clone in the event of the original's death. If you do, the new clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment or injuries. The original creature's physical remains, if they still exist, become inert and can't thereafter be the subject of a Raise Dead, Resurrection, or similar spell, since the creature's soul is elsewhere.

At higher ranks:


 

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