DUPLICATE

'DUPLICATE' Syntax: cast duplicate <target> (short syntax: dupe) Syntax: cast duplicate Spell type: MENTAL Additional commands: ATTACK / DEFEND Illusionists are able to create clones of existing creatures to perform their bidding for them. Because of the unpredictable nature of the spell, duplicates will not always be of the same level of the target creature, a factor which can be mitigated by using mental savebreak while casting duplicate. When the spell ends the duplicates will vanish. As the illusionist increases in level they can control more charmies - at the pinnacle, that is two duplicates and a marionette. What can I duplicate? Duplicates need minds in order to function. It is far easier for an illusionist to copy a mind of a creature that shares their outlook on life. Duplicates made of creatures of the same alignment as the caster may be of higher level than other duplicates. Illusionists can better control copies of weaker creatures. Illusionists can also memorize duplicates of creatures that appear in groups, i.e. ettins, tough guards and the like, but not so for named monsters. An unused memorization lasts for at least one Serin day (24 ticks) but will be automatically forgotten if not cast again soon enough. N.B. conjuring a duplicate from memory refreshes this period What spells can I use on my duplicates? Spells such as haste, enlarge and giant strength can be cast upon duplicates. These spells stretch out how long the duplicates last, and increase the majesty of the illusionist. (See also GRANDEUR.) Using CANCELLATION on the dupe will cause it to be forgotten immediately. What can I order my duplicates to do? Like other CHARMIES, duplicates cannot be ordered to attack opposing players but will assist you automatically when fighting. They can, however, be ordered to attack mobs. Additionally the duplicates can be set into modes ATTACK and DEFEND. Duplicates can hit more often in attack mode, but can only rescue while in defend mode. What else do I need to know about controlling my duplicates? * Duplicates can be popped by some attacks, causing damage to whoever did it. This can be protected against by using save vs mental equipment. * Duplicates need to be next to their master, or else the illusionist will not be able to maintain their creations, and they will vanish on the hour. * Duplicates can be nullified by the dispel magic spell. * Duplicates level is equal to 75% of player level + mental break + curent grandeur hitroll bonus * Duplicate levels are re-adjusted every time they are buffed, so use mental break while buffing them. * Duplicate level is overriden by level of the original mob, *after* bonuses. Last but not least, it is essential when using duplicates against players to have them inside a MISTY MIRAGE to perform their best. See also help on: CHARMIE, CONJURATIONS, AUTOPEACE

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