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Spell: Duplicate Foe ~ Level 7

conjuration, magical

  • Casting Time: 3 actions; Material, Somatic, and Verbal
  • Requirements: a valued possession or body part of the target
  • Range: 30 feet
  • Target: 1 enemy with a lower Proficiency Score than you
  • Duration: 1 minute (C)
  • Save: Fortitude save

You try to create a temporary duplicate of an enemy. The target can attempt a Fortitude Save to disrupt the spell. On a successful save the duplicate deals half damage on attacks while on a failure the duplicate works as described. The duplicate appears in an unoccupied space adjacent to the target and has all the target’s attack bonuses, AC, saving throws, and skill bonuses, but it has only 70 Hit Points or the target’s full Hit Points, whichever is lower, and lacks the target’s special abilities, including immunities, resistances, and weaknesses. It has no magic items except Runes.

The duplicate gains the minion tag and it can only Stride and Strike. Its Strikes deal the target’s normal damage but does not apply added effects unless it is from a weapon rune. The spell automatically ends if the duplicate’s Hit Points reach 0. The duplicate attacks your enemies to the best of its abilities. You can attempt to command it as part of your action to concentrate on the spell, but the GM determines whether the creature follows your command. The duplicate is imperfect so after each turn it loses 2d6 Hit Points. It is not a living creature, and it can never regain its lost Hit Points in any way. Duplicate Foe is on the Arcane and Occult Spell Lists.

Heighten (+1): For each Spell Slot of the Heightened Spell Levels (8, 9, 10), the total Hit Points of the duplicate increases by 20.

Level 8 Spell Slot. Increase the duplicates Hit Points to 90.

Level 9 Spell Slot. Increase the duplicates Hit Points to 110.

Level 10 Spell Slot. Increase the duplicates Hit Points to 130.