Monday, 21 October 2024

Improved Simulacrum

 


The expense involved in casting the level 7 Simulacrum spell proved to be too much, given the variability of the results. This version of the spell is very similar to having a guaranteed maximum result of using the original.

Improved Simulacrum (Illusion/Phantasm)

Level: 8 Components: V, S, M

Range: Touch Casting Time: Special

Duration: Permanent Saving Throw: None

Area of Effect: One creature

Explanation/Description: By means of this spell the magic-user is able to create 

a duplicate of any creature. The duplicate appears exactly the same as the real. 

There are differences: the simulacrum will have 60% of the hit points of the real creature, there will be personality differences, there will be some areas of knowledge which the duplicate does not have, and a detect magic spell will instantly reveal it as a simulacrum, as will a true seeing spell. At all times the simulacrum remains under the absolute command of the magic-user who created it, although no special telepathic link exists (unless of course the subject possesses telepathy), so command must be exercised in the normal manner. 

The spell creates the form of the creature, but it is only a zombie-like creature. A permanency spell and a clone spell must be used to give the duplicate a vital force, empowering the duplicate with 75% of the knowledge and personality of the original. The level, if any, of the simulacrum, will be 50% of the original creature. The duplicate creature is formed from ice or snow. The spell is cast over the rough form, and some piece of the creature to be duplicated must be placed inside the snow or ice. Additionally, the spell requires powdered ruby. The simulacrum has no ability to become more powerful, i.e. it cannot increase its levels or abilities.


So, what did all this cost?

Dungeon Masters Guide Page 115, Spell Research                                       Improved Simulacrum


Although a great library of arcana was created in the Minas Mandalf Keep, for this spell the University Library was used for reference. 





Duration of research: 8 Week base (minimum 9)







Chance of Success: 10 base +20 (Int) +16 (level) - 16 (spell level *2) = 30%

Note that according to the above formula, adjusting the chance of success upwards is VERY expensive. A domain would need to be at least an order of magnitude more wealthy to consider such spending.

However, when you consider the conditions under which spell research is possible, the cost in time may well be a bigger loss; if you have the money then finishing the spell research ASAP could indeed be worth it.



Results

Base cost 1600gp per week.

Weekly variable of 800 to 3200gp for additional materials. 

Duration of research: 8 Week base (with a minimum of 9)

Macho Mandalf was successful on week 9, and the total expenditure ended up at 32,800 gp. Let's hope this results in a saving compared to the original!


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