Level
7th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Until Dispelled or Triggered
School
Conjuration
Attack/Save
None
Damage/Effect
Deception (...)

Choose 1 Element - Fire, Cold, Lightning, Thunder, Force, Psychic, Acid, Poison, Radiant, or Necrotic.

Casting Options(all castings require a spell slot) - You can either cast this spell as an action and it will last 1 hour, spend 1 hour casting it and it will last 12 hours, or spend 12 hours casting it and it will last untill dispelled or destroyed. 

Casting - As an action or by focusing for an amount of time you can create a Limbo Clone that appears in the nearest open square to you. It appears to look exactly like you with all their memories however you are the only one that can see it, to everyone else its invisible. They can act independently but are friendly to you and your allies and obey your commands. They take their turn immediately after yours. And you gain all their memories as they are happening.

Refresh - The clone cannot regain its hit-points or spell slots after its used them. However if someone touches you or the clone and spends a 7th level spell slot or higher, the clone will regain all its hit-points and spell slots. In addition its time limit is extended by 1 hour times the spell slot level used. 

Unstable - If the clones hit-points are reduced to 0, then on its next turn it all it can do is use its movement. After its movement is spent it explodes with the element that was used to create it. Every creature within a 30 foot radius sphere centered on the the clone must make a DC15 dexterity saving throw or take 5d10 damage of the choosen element.

-stats-

Limbo Clone - The clone gains your racial and class abilities.

Size & Race - The clone classifies as a construct, and is the same size as you. 

Armor Class - 10 + level of spell slot used. 

Hit-Points - Equal to half your maximum hit-points. 

Speed - Same as yours. 

Stats - The clones Intelligence, Wisdom, and Charisma stats equal yours, but their Strength, Dexterity, and Constitution equal 18. 

Condition Immunities - Exhaustion and Unconscious. 

Immunities - Element its comprised of. 

Bonus Resistance & Immunity - The clone gains any Resistances or Immunities that you have.  

Actions - The clone can take the same actions as a normal creature. 

Multi-Attack - Clone can make attacks equal to the level of spell slot used to create it, divided by 2 and rounded down. 

Unarmed Strike - 1d10 of choosen element + strength modifier. 

Invisibility - Your clone is classified as invisible and can only be seen by you. If a creature has See Invisibility, Truesight, or other ways of seeing Invisibility active, they can also see your clone. 

Spell Tags: Utility Deception

Available For: Sorcerer (Legacy) Wizard (Legacy)

TheonFacitti

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