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Copy Copy Copy Magic

March 25th, 2015

Alex Riggs

Obscure Arcana Archive

                Earlier in the week, we gave you a new template for artificially cloned creatures. This just begs for something you can use to create such creatures, and today’s Obscure Arcana seemed like the obvious place to provide that. But the thing about cloning is that you can’t stop at just one: no sooner had I looked away than the cloning spells began to multiply, and before too long, the one spell had become three. Luckily, the cloning process was less than perfect, and each of the spells came out a little bit different. I hope you’ll enjoy them.

 

CREATE ARTIFICIAL CLONE
School conjuration (creation); Level alchemist 6, sorcerer/wizard 8, witch 8
Casting Time 1 hour
Components V, S, M (5 ounces of blood, flesh, hair, or other genetic material from the creature to be cloned, plus laboratory supplies worth 250 gp per Hit Dice of the creature to be cloned)
Range 0 feet
Effect one artificial clone
Duration instantaneous
Saving Throw none; Spell Resistance no

                This spell creates an artificial clone of a creature. The spell’s initial result produces an infant version of the creature, but the clone quickly matures to match the age of the creature from which the genetic material was harvested over the course of one month. Once it has fully matured, it has statistics identical to the creature whose genetic material was harvested (at the time that the genetic material was harvested), plus the artificial clone template.

                The resulting clone is free-willed, and this spell does not grant you any direct control over it, although you can attempt to control the creature through other means. The clone is aware that it was created artificially. It possesses the basic memories and knowledge of the creature that it is a copy of, including being able to recognize and know basic facts about any creature that is important in the original creature’s day to day life, but there is only a 20% chance that it has any memories or knowledge of any particular event that is not a major, everyday part of the original creature’s life. The artificial clone’s personality is generally similar to that of the creature it is a copy of, and it typically has similar goals and motivations, although it lacks empathy and most emotions, and harbors a great resentment for the creature it is a copy of.

                An alchemist who prepares this spell as an extract can use it by pouring the extract on the harvested genetic material. It takes an hour to specially prepare the genetic material for use in this way.

 

PACK AMBUSH
School conjuration (creation); Level druid 7, shaman 7, summoner 5, witch 7
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one animal or magical beast with Intelligence of 2 or less
Duration 1 round/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

                You create one or more copies of the target, while simultaneously enhancing him, as the obvious “alpha” of this new pack. You create up to three copies of the target, whose combined total Hit Dice cannot exceed twice your caster level. These copies are completely loyal to the target, and fight on its behalf as though it had summoned them with summon monster I.

                Further, as long as any of the creatures created by this spell remain, the target gains a +4 enhancement bonus to each of its ability scores, and its natural armor bonus to AC increases by +2.

                At the end of the spell’s duration, the created animals or magical beasts vanish, ceasing to exist entirely.

 

SPELL CLONE
School universal; Level shaman 6, sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect a copy of an ongoing spell
Duration varies; see text
Saving Throw varies; see text; Spell Resistance yes; see text

                When you cast this spell, choose an ongoing spell effect within range, whose spell level is 6th or lower. This spell’s effects are identical to the chosen spell, including that spell’s caster level, saving throw DC, metamagic effects, and other benefits (including things like Spell Focus or Spell Penetration, if the caster had such feats, and they were applied to the target spell). If the spell has one or more targets, you choose new targets for this copy of the spell. If the spell has an area of effect, you choose a new area for this copy of the spell. If desired, you can choose the same targets, or the same area, although the effects of the spells may not stack. Any saving throws normally allowed by the spell are still allowed. Your copy of the spell offers spell resistance, even if the original spell did not.