Spell Update Concept: Duplicate 03/06/2017 06:14 AM CST
Duplicate becomes a ward based elemental attack spell which attempts to physically replicate the qualities of the organism being attacked, then get the resulting incarnation to work offensively with the Wizard and against their foes. The successful Duplication will require a ward of great than +125 to be truly effective and from there the power of its usefullness will increase dramatically with the strength of the ward. With this particular spell, there is no limit on how much advantage is gained from the height of the power differential, meaning that a 100th level casting based Wizard with a CS over +500 will be able to get a result specifically designed for them and only them to achieve with a kobold. The strength of the foe may be ten times the physical / magical might of the originating adversary, such that a successful Duping of the said kobold would produce: A Kobold King! A like level opponent who manages to get +143 for a successful ward will likely see a version of the enemy produced painfully before their eyes while they are stunned and in RT from it, weakened in a raised stance. The critter who is produced as instant magical offspring from the process will not always be immediately aggressive to the foes in the room but will always be at least a distraction and a problem for them. If an Ogre Warrior is successfully duplicated at about +151 warding strength, the beast might try to kill off the one looking most like it from sheer confusion and fear. A wolverine who is a result of a duplication might try mating with the other wolverine! An Ice Giant may mimic the moves of their Ice Giant progenitor and completely absorb them instead of being absorbed by the Wizard, who may be readying a new attack. The Shan Ranger may cast a room-friendly version of Tangleweed. At some point, say over +200 then several little versions might start popping out with cumulatively greater effects against the room foes but with individually less power. For over +300 they might be starting to get beefy and more toward 'boss' kind of range-- very hardened versions. Then a team of the hardened versions and up to 'King' versions, etc. by the Master Wizard. But here's the rub-- this is one of the only spells which has a reverse effect upon failure. A fumble could induce you to have to deal with a form of yourself (even if an annoying apparition). A 'warded off' by a large margin could empower the beast with a familiar of its own that fights for it. A successful defense against the ward might just give them more mana or a haste effect. Something to make it a gamble every single time to go with the huge power this could gain.

What is nice about this one is that it can finally be a utility for high level hunters assisting lower level hunters. Also it has a range that could be fun over the whole breadth of the level system.
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