Level: Illusionist 7
Components: V, S
Casting Time: 12 hours
Range: 0 ft.
Effect: One duplicate creature
Saving Throw: None
Spell Resistance: No
Spell Points: 13, XP
You create a duplicate of a creature out of ice and snow.
Simulacrum creates an illusory duplicate of any creature you are personally familiar with. The duplicate creature is only partially real, but it appears to be the same as the original. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its Hit Dice or abilities, and does not gain experience points. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A simulacrum cannot be healed, but it can receive the benefits of a Repair spell.
A simulacrum cannot mimic the effects of templates. If creating a simulacrum of a creature with a template is attempted, the template is ignored for purposes of the spell.
A simulacrum has the following statistics:
It is of the same size and base type as the original creature. (The simulacrum does not share the creature’s subtypes, if any.) It inherits all traits relating to type.
It has a number of HD equal to one-half the number of HD the original creature had, of the kind corresponding to its type. For example, a simulacrum of a 10th-level Fighter would have 5 humanoid hit dice (and no class levels).
It has the same base ability scores as the original creature, including inherent bonuses and bonuses gained from getting extra hit dice.
It has the same base natural armor as the original creature.
It has the extraordinary special qualities of the base creature (including racial traits).
It has the natural attacks and extraordinary special attacks of the original creature.
It never has any natural abilities, supernatural abilities, spell-like abilities or spellcasting the original creature may have had.
You cannot create a simulacrum of any creature that has more than 13 Hit Dice (meaning the simulacrum cannot have more than 6 HD).
Augment: For every additional spell point you spend, you can create a simulacrum of a creature with one more HD (beyond the 13 allowed by the unaugmented form of the spell).
Experience Cost: You must spend 150 XP per Hit Die of the simulacrum you intend to create (minimum 1,000 XP).