Level
1st
Casting Time
1 Action Ritual
Range/Area
Touch
Components
V, S, M *
Duration
Concentration 1 Day
School
Necromancy
Attack/Save
None
Damage/Effect

You are able to create a number of clones of the creature touched, but first must deal 1 hit point of piercing or slashing damage to the target creature, and slather the wound with the gelatin, wax, tallow, or melted candle wax. You directly control these clones via concentration, for up to one day.

If you lose your concentration these clones melt, and any unspent spell slots they have are expended via a magical explosion, which grows by 10 feet for each spell slot held by the clone, and the damage dealt to creatures in that area is equal to 1d4 psychic damage for each spell slot expended regardless of level. If three or mor spell slots above 3rd level are expended this way, a random 4th level spell is cast at that location. If three or more 5th level slots are expended, the area deals double damage. and if three or more 7th level slots are expended, the area becomes a dead magic zone for 1d10 days, and any creature which wanders into this zone must make a DC15 Constitution saving throw or instantly die.

An unwilling target may make a Dexterity or Strength saving throw after the damage is done to either push you off or avoid the material being placed on the wound. The DC of either saving throw is 10 + the spell level used + your modifier of the ability score used. If they succeed on a strength saving throw, you are knocked prone. If they succeed on a dexterity saving throw, they may disarm, disengage from, or make an attack against you as a bonus action. In either case, you do not expend the spell slot intended for the spell, and do not lose the material components.

If you succeed to cast the spell, you create 1d4 cell clones of the target creature with the following differences from the original, however, if the original creature has no class levels, create twice as many clones of that kind, with the applicable effects only:

  • The clones may only be of a single class, with 1d4 class levels. This level may not be greater than half of the original creature's levels in that class.
  • The clone's spell list only contains the original creature's prepared spells.
  • The clones only get the spell slots that would have been gained from the appropriate level
  • The clones have only one weapon from the original creature. This weapon is non-magical and is made of the base material of that type. (for example, if the original creature is a druid with an ironwood long sword, the clone receives a steel long sword instead, and as such may not cast shillelagh on the weapon.) If the original creature has no weapons, the clone gains an extra spell slot in any spell level it can already cast.
  • The clones have either an armor OR a shield from the original creature, This armor or shield is non-magical and made of the base material of that type (For example, if the original creature is a druid with an ironwood Full Plate armor and a shield, the clone must take the shield, as any cloned Full Plate would be made of steel.) If the original creature has no armor or a shield, the clone gains resistance to all non-magical damage types (piercing, slashing, bludgeoning, crushing)
  • The clones are immune to poison, and ice damage, but are vulnerable to fire, acid, and lightning damages.
  • The clones are also considered Undead, Shapechanger, and Slime when dealing with effects, and as such are immune to mind effecting spells, and may be effected by spells such as Turn Undead.
  • The clone's Intelligence, Wisdom, and Charisma scores do not exist, as the creatures are directly controlled by you through your concentration

If you lose your concentration these clones melt, and any unspent spell slots they have are expended via a magical explosion, which grows by 10 feet for each spell slot held by the clone, and the damage dealt to creatures in that area is equal to 1d4 psychic damage for each spell slot expended regardless of level. If three or more spell slots above 3rd level are expended this way, a random 4th level spell is cast at that location. If three or more 5th or higher level slots are expended, the area deals double damage. and if three or more 7th or higher level slots are expended, the area becomes a dead magic zone for 1d10 days, and any creature which wanders into this zone must make a DC15 Constitution saving throw or instantly die. If three or more 9th level spell slots are somehow expended this way, the area in question is made into an empty pocket of nothingness. Any creature who wanders into this area is instantly erased from existence, unless they succeed on a DC 25 Constitution saving throw. This pocket shrinks slowly, eventually disappearing in 1d4 years. If you dismiss the spell, none of this happens, and the magical energy simply fizzles out. If fifteen or more spell slots fizzle out this way, the caster who created the clones regains the spell slot used to cast this spell.

Casting at higher spell levels: When casting this spell with spell slots above 1st level, you may choose one effect of the following for each spell level above 1st:

  • you create an additional 1d4 clones, but reduce the class levels of all clones by 1 (minimum of 1 class level)
  • The clones gain an additional d4 of class levels, but can never have more than half of the original creature's levels in that class
  • increase the damage done by the explosions of the clones when concentration is lost is increased by 1d4 psychic damage
  • create one additional clone without reducing the stats of all of the clones.
  • The clones may heal themselves or each other 1d8 worth of hit points for each spell level above first, however they may only do this once.
* - (An unpoisoned blade capable of dealing a minimum of 1 hit point piercing or slashind damage and a handful of gelatin, wax, tallow, or a candle, which must be melted.)

Available For: Druid (Legacy) Warlock (Legacy) Cleric (Legacy) - War Domain (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Wizard (Legacy) - School of Necromancy (Legacy)

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