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Cackling Counterpart

When you cast this spell, choose a creature in range that you can see. If the target is unwilling, they must make a Charisma saving throw. On a failed save, the spell components grow and twist to become a copy of the target, an almost perfect replica. The copy has the same statistics and personality as the target, except that its hit points and alignment are the same as yours, and it does not share the target’s memories. The copy acts on its own initiative and willingly obeys your commands. The copy is is actively hostile towards the original target, and will actively attack the target unless commanded otherwise. If the copy is reduced to 0 hit points, it transforms back into the spell components if a silver hammer was used, otherwise the spell components are destroyed. A creature observing the copy must make a Wisdom (Investigation) check against your spell save DC in order to determine it is not the original; a creature familiar with the target has advantage on this saving throw. The creature might also automatically determine the nature of the copy, or at least become suspicious of it, through other means, such as asking the copy questions it doesn’t have the answer to but should if it were the original.   Flashback If you’ve already cast this spell once since the end of your last long rest, you can instead choose to cast it as a Flashback spell using a spell slot of 9th level. If you do so, the spell no longer requires concentration, and instead creates two copies of the target.  
6th Level Conjuration
Casting Time 1 action (ritual)
Range 60 ft.
Components Vocal  Somatic  Material (a silver hammer worth 8000 GP; or a lock of hair and a drop of blood from the target, and a silver horn worth 1000 GP, consumed in the casting)
Duration Concentration, up to 24 hrs.
Classes Cleric Warlock Wizard
    Cackling Counterpart

Effect

On a failed save, the spell components grow and twist to become a copy of the target, an almost perfect replica. The copy has the same statistics and personality as the target, except that its hit points and alignment are the same as yours, and it does not share the target’s memories. The copy acts on its own initiative and willingly obeys your commands. The copy is is actively hostile towards the original target, and will actively attack the target unless commanded otherwise. If the copy is reduced to 0 hit points, it transforms back into the spell components if a silver hammer was used, otherwise the spell components are destroyed.

Side/Secondary Effects

A creature observing the copy must make a Wisdom (Investigation) check against your spell save DC in order to determine it is not the original; a creature familiar with the target has advantage on this saving throw. The creature might also automatically determine the nature of the copy, or at least become suspicious of it, through other means, such as asking the copy questions it doesn’t have the answer to but should if it were the original.

Manifestation

the spell components grow and twist to become a copy of the target, an almost perfect replica

Source

Class Source
Cleric Deity 
Warlock Patron 
Wizard Added to spell repertoire each morning
Material Components
a silver hammer worth 8000 GP; or a lock of hair and a drop of blood from the target, and a silver horn worth 1000 GP, consumed in the casting
Gestures & Ritual
When you cast this spell, choose a creature in range that you can see. If the target is unwilling, they must make a Charisma saving throw. On a failed save, the spell components grow and twist to become a copy of the target, an almost perfect replica.
Related School
Conjuration
Effect Duration
Concentration, up to 24 hrs.
Effect Casting Time
1 action (ritual)
Range
60 ft.
Level
6th

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