'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