A 7th-level wizard can cast Simulacrum to project an illusion of themselves, cloning themselves and commanding their clone to cast a spell that requires concentration on their turn. They can also cast a completely different spell that requires concentration. To create an exact copy of themselves, one must take a long rest to regain the expended 7th level spell slot. If a simulacrum uses wish to cast a spell, it will be instantly destroyed.
Simulacrums cannot cast multiple spells per round, as the second casting destroys the currently active simulacrum(s). The only rule against casting multiple spells per round is using your Bonus to cast anything, such as Cantrip or leveled spell. However, you can cast Simulacrum on yourself, and your construct will be able to cast the same spells as you can.
A simulacrum of a caster can use magic, but it cannot regain expended spell slots. Adventurer’s League has a rule that Simulacrums cannot cast Simulacrum or Wish, so this combo is completely eliminated. Simulacrums can create an additional simulacrum of the original caster, creating another twin of a second creature you touch.
However, if a simulacrum casts Wish, both you and your simulacrum suffer the stress associated with casting the spell, including the risk. To avoid multiple casting clauses, you must have access to a second level 7 or higher slot.
The infamous exploit of Wish allows you to cast Simulacrum without using material components, allowing a level 17th or higher wizard to create a Simulacrum of a different creature. Simulacrum doesn’t target anything, and Twin Spell only works on spells targeting one creature.
📹 How many Concentration Spells can you have at one time in D&D 5e?
Hello everyone! Today we’re looking at a simple question: how many concentration spells can you have active at one time in 5th …
Can simulacrum cast spells?
It is recommended that the simulacrum be provided with all the requisite prepared spells; however, it should be noted that the spell slot used to create it will be unavailable. An alternative option is to provide an arcane focus, which offers a cost-effective approach to spell casting. It should be noted, however, that JavaScript may be disabled or blocked by an extension, and that your browser does not support cookies.
What happens when a simulacrum dies?
The simulacrum is temporarily suspended until it reaches 0 hit points, at which point it reverts to snow and melts instantly. This phenomenon may be attributed to the disabling or blocking of JavaScript, or the presence of an extension or browser that does not support cookies.
Does a simulacrum regain spell slots?
The simulacrum is a friendly creature that obeys commands and acts according to the player’s wishes. It cannot learn or become more powerful, and cannot regain expended spell slots. If damaged, it can be repaired in an alchemical laboratory using rare herbs and minerals worth 100 gp per hit point. The simulacrum lasts until it drops to 0 hit points, then reverts to snow and melts instantly. If cast again, active duplicates created with this spell are destroyed. To create a life-size replica, snow or ice, hair, fingernail clippings, and powdered ruby worth 1, 500 gp must be placed inside the snow or ice.
Can simulacrums regain spell slots?
The simulacrum is a friendly creature that obeys commands and acts according to your wishes. It cannot learn or become more powerful, and cannot regain expended spell slots. If damaged, it can be repaired in an alchemical laboratory using rare herbs and minerals worth 100 gp per hit point. The simulacrum lasts until it drops to 0 hit points, then reverts to snow and melts instantly. Casting this spell again destroys any active duplicates.
Can you twin spell simulacrum 5e?
The Simulacrum Spell is limited in its capacity to create a single simulacrum. The act of casting the spell Twining results in its destruction, thereby preventing the formation of nested Simulacrums. In the event that a different spell targets a single creature, the twin spell is capable of affecting the simulacrum.
Can you cast spells twice in one turn?
The PHB of bonus action spells stipulates that a player is unable to cast another spell during the same turn, except for a cantrip with a casting time of 1 action. The action economy is the primary concern, with each turn providing one action, one bonus action, one reaction, and one move.
Can you cast simulacrum multiple times?
It is not possible for the caster of a simulacrum to cast a spell again without destroying the original sim. However, a sim is still able to cast the spell to create a copy. In order to create Sim 1, the wizard deploys a 7th-level slot.
Can I cast two spells in 5e?
The second-level fighter ability, Action Surge, permits the casting of two non-cantrip spells on a given turn. This allows the character to take an additional action and cast the spells in a different manner.
How do you dual cast a spell?
The simultaneous activation of both buttons has the effect of enhancing the potency of a spell, thereby amplifying the benefits associated with dual casting and augmenting the strength of the spell in question.
What is the rule of simulacrum 5e?
The simulacrum can be repaired in an alchemical laboratory using rare herbs and minerals worth 100 gp per hit point. It lasts until it drops to 0 hit points, then reverts to snow and melts instantly. If cast again, active duplicates are destroyed. The spell requires snow or ice, hair, fingernail clippings, and powdered ruby worth 1, 500 gp to create a life-size copy of the duplicated creature. The spell targets one beast or humanoid within range for the entire casting time.
What happens if a simulacrum casts clone?
The spell “Spell Revisions – True Seeing” creates a quasi-real, illusory version of the caster, allowing them to be a powerful ally. The simulacrum, created at 60 of the caster’s level, has all spells, abilities, and hit points. The caster can only have one simulacrum at a time. However, this spell does not dispel illusionary clones like those created by Mislead or Simulacrum, but instead highlights them as deceptions. Additionally, it does not allow a Simulacrum to use quick slot items.
📹 SIMULACRUM | Infinite Player – Spell A Day D&D 5E +2
Alrighty day 303! Today is Simulacrum. 62 more to go. Alright here we go, yes we briefly touch on the dupe of a dupe possibility.
Three ideas: 1. You could create an army of crafters. Instead of creating ‘just’ a police force, a powerful wizard (or genie warlock) could create a workforce of simulacrum and have them craft things. This obviously depends on what skills the original had or what sorts of magic items they could create (due to magic item creation requiring spell slots), but you could just have this ever growing workforce of simulacrum making magic items, carving out dungeons, crafting mundane items, etc. Their main priority wouldn’t be in getting into combat, but just making as many of themselves as possible to complete some massive task. Then have somebody interrupt their task and you suddenly have this massive group of likely well-armed simulacrums ready to throw themselves at an enemy. I don’t know enough about the magic item crafting rules to know what an army of simulacrum could be used to make long-term since they wouldn’t recover spell slots. 2. Regarding their inability to recover hitpoints, you might be able to get past this using a druid’s Wild Shape ability or spells like Polymorph to give them effectively an extra healthbar. With druids, since their Wild Shape isn’t a spell they should regain their uses every day and drastically increase their survivability. You don’t need to make a simulacrum of a T-rex, just create a simulacrum of a druid who can turn into a T-Rex, or a simulacrum of anyone and then polymorph them into a T-rex. 3. I don’t think Simulacrums age, so this could be a good way to have an NPC to stay around for ages to convey information or carry out some long-term task.
You duplicate sumulacrums in a chain, each being given the command to follow your orders. Then alternate down the line between simulacrums killing themselves and not killing themselves. This frees up all of the living sumulacrums to cast it again and begin new chains of simulacrum. This will cause exponential growth in simulacrums. Combined with a caster that has wish, they can each cast simulacrum in 6 seconds with the spell replication part of wish. Now create your clone society.
Make a simulacrum of someone who has wish using simulacrum. The simulacrum can then use wish to emulate simulacrum as an action without components, and if you wait until the next day before it does that, then the new sim also gets the lvl 7 slot. Of course, none of the simulacra would get lvl 9 spells, but it only takes 6 seconds to make each one, and only the first one has a material cost
If you already have access to 9th level spell slots and wish it’s way more broken. Create one simulacrum of yourself the normal way. (Longrest if you want) Then let the simulacrum use wish (simulacrum) on you creating another simulacrum with access to wish. Rinse and repeat. Unlimited simulacrums bypassing both costs and cast time. I’m not saying the DM won’t intervene but it is possible with the written rules.
Also, just copy the longbow fighter and put them far away, then the half HP does not matter, the no regaino of spellslots does not matter. And you still get most of the benefit in damage output, sometimes not, but then again, its just a bonus, you can set it and forget it. Yes it has some extra risks when for instance travelling, it can get ambushed for instance, however it also has upsides, like whatever shenenigans you can come up with that involve a living replica of another party member that acts how you whish, framing wise ect.
You need to be at least 15th level to get the loophole. You expend your 8th on the 1st Simulacrum, and after a Long Rest, the 1st Simulacrum uses it’s 7th on you. The further Simulacra will have both their 7th and their 8th, so they can use 7th on Simulacrum and keep 8th. If you are a villain using this to send your body doubles, have them come in with a Globe of Invulnerability. That will prevent them from getting dispelled, since Dispel Magic is a 3rd level spell and GoI is invulnerable to even upcast spells of lower than 6th level. If making an assassin, how about making multiple copies of an Agonizing Lance Sniper. (Warlock with Agonizing Blast, Repelling Blast, Eldritch Spear, and Spell Sniper). They can fire at a person from 600ft away and if there is enough of them (even just 2 at Lv17), keep them from approaching to dispel.
Simulacrum cast lvl7 slot gone. Casts Simulacrum on me with his 8th slot to create another Simulacrum having 8 and 9th lvl spellslots. Repeat until you have thousands of Simulacren with 9th lvl slot left. (+ one with a 8th lvl) Now make them all use greater Polymorth and inform Your DM, that you have 9000 Ancient blue Dragons on your side.
Simulacrum is rife for abuse, not even considering the Dupes chaining one can pull off. Thank you, by the way, for acknowledging that that is RAW. If you want to protect the simulacrum from dispel magic they most likely have counterspell since you most likely have it, but if you really wanted to add extra protection for a sim of yourself or to a sim of a non spell caster you could spend the money to make a Contigency of otiluke’s for the sim. On it’s own, not considering any other shenanigans, the ability to basically double a player’s leveled spell output and action economy for at least one(possibly more) adventuring day(s) is huge. Because that’s what this does. 10/10 100/10 – secret rating for campaigns where you’re all just doing over the top shenanigans, use this spell as part of a loop to get any form you want, cast wish without consequence, etc. Don’t do these things in normal campaigns.
The cool thing about being able to do this on enemies is that their legendary actions are now at their disposal. Even the humble CR12 warlord has a legendary action that they can use to give an ally within 30ft an instant attack with advantage. And they have 3 legendary actions per round. So imagine having a simulacrum that has a bow and can just give your party 3 extra attacks with guaranteed advantage every round.
But lets talk about what to do with your YouDupe after you cast Simulacrum, either as the 7th level spell or have your dupe cast it with Wish. Someone pointed out, and I had not seen this, that the YouDupe is mostly immortal. Other then getting Dispelled or dropping to 0 hp YouDupe will just keep on living. It is a construct but then it is from the Illusion school. What does that mean? “The duplicate is a creature, partially real” Does it need to breath, eat, drink, or sleep? Would it suffer from exhaustion? Other then taking damage or getting hit with a dispel would it just last until the heat death of the sun? Even though YouDupe can’t regain HP it still can gain temp HP. It can’t regains spells, but nothing says it can’t attune to magical items that have spells in them for charges that regen every day. After all the spell slots are gone or they are in the single digit hp wise just True Polymorph them into another form. Copy your high level martial buddy for extra meat shield. Copy your high druid buddy for an extra super meat shield. Cast Geas on some high level monster and get it stick. Then copy that monster and now you have a monster buddy. Secret YouDupe in a pocket dimension and have it research the weave of magic. Send it every esoteric tome you can find. Now you can create your own special and personal spells. Have them making Spell Scrolls.
There are so many players I have read that theory craft about this spell and try to come with ways to break it. This spell should just called Cheese the Spell. Yeah I get it the first iteration cast Simulacrum using the 7 level slot and then your dupe has a 9th level to Wish into a second dupe after you rest. And then just chain it on infinitum. But then that means you are at least level 17. What it the point of making more dupe and more dupe? Anyway to get around the can’t regain Hit Points you can get items that grant temp hp or have some ability that gives temp. Yeah, Yeah, that temp hp would only last until the next day. But then the point of Simulacrum is that the dupe is a temporary thing. Yes it last until dispelled or it hits points drop to 0. Even so the dupe is made to give the spell caster a second set of spell slots and secondary hit points plus a secondary target for BBEG to target and not the original caster. The mechanics of the spell point to this thing be a temporary thing, its right there in the spell. “If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.” Just because you can have your dupe cast it again with Wish does not change the fact that it is meant to be a temporary thing.
Simulacrum is how I beat Amellisan in Throne of Bhaal. Get a bounty hunter, keep all the scrolls you find. Get use any item, max out your traps. But the scroll in the quick slot, and then cast it once. Have the resulting entity use it as well until you reach a duplicate without quickslot items. Place all the traps you can (excluding the original). Get the boss to walk into them for an instagib. Repeat as needed.
Here’s the thing about daisy-chaining the Simulacrum spell: A simulacrum obeys all spoken commands given by its caster. It is reasonable to assume that the simulacrum needs to be able to hear and understand the command, and recognise the speaker as its caster, in order to be compelled in this way. In combat, this creates an unwieldy chain of command, which instantly gets very loud and chaotic. Everyone is using your voice, so how can the poor simulacra tell which version of the spoken command to obey? This cannot be mitigated with Telepathic Bond, as an unspoken command does not compel the simulacrum to obey. Additionally, any effect that prevents verbal communication such as Blindness/Deafness or Silence is going to cause a complete breakdown. Furthermore, a simulacrum persists after the death (or dispelling) of its caster. So, if you lose just one simulacrum in the chain to damage or a subtle Dispel, then every single simulacrum below it in the chain is no longer compelled to obey your commands. They might remain friendly to you after the death of the caster or they might not, depending on your DM’s interpretation of the lore (not the spell, as it makes no mention of this), but friendly creatures do not automatically share your goals, nor will they automatically take risks to help you. If you want more inspiration for how a Simulacrum daisy-chain could end in utter disaster, consult media such as My Hero Academia (Twice), Rick and Morty (the Citadel of Ricks/ the Meeseeks), and your player’s character sheet (flaw).
“The Simulacrum lacks the abilty to learn” never gets enough attention in my opinion. Like, does that mean it cannot remember a newly introduced person? Would it be incapable of relaying information about a location, creature, conversation it observed? Get lost after visiting a place the caster had never been to, unable to remember the way home? Those all requires the ability to learn, right?
Another member joins the group. Simulacrum is busted. First things first: Simulacrums have your name. So you can’t cheat wish with it. What you can do with it however is more interesting. Weaponize wish against your opponents. Create a duplicate of them, cast wish and wish for something totally abstract (like the effect of a 9th lvl spell). 33% chance they can’t cast wish ever again. The restriction is there so you can’t cheat it with twined spell metamagic. What you definitely need to try at 20th lvl is to cast it in a glyph of warding and then warding your home with it. Just imagine the horror in their faces if they see themself and need to fight it instantly. Also a fun use is to cast true polymorph through the duplicate. You now have a pet pit fiend with you, who has a pet dragon with them. Who ever thought this spell was a good idea should be fired or get a raise. Im not sure. 10/10 Have a nice day AEther