Under Construction/Review

The creation of a magical simulacrum of some sort of creature to serve the interests of the caster. The properties of the simulacrum affect the difficulty of casting the spell. Conjuration is a specialized field of Unicorn Magic. The caster can also only control a finite number of conjured beings at once without risking losing control of them.

Time the Simulacrum Persists

Difficulty Points

1 round

-1

3 rounds

+0

9 rounds

+1

1 hour

+2

12 hours

+3

1 day

+4

1 week

+5

Indefinite

+6

Pony-Scale Wound Level that will dispel the Simulacrum

DP

Scratch

-2

Flesh Wound

-1

Minor Wound

+0

Wound

+1

Major Wound

+2

Mortal Wound

+3

Fatal Wound

+4

Chunky Salsa

+5

By default, the Simulacrum has -2 on all stats and no skills. The chart below applies independently to each stat.

Stats value

DP

-2

0

-1

1

0

2

1

4

2

6

3

9

4

12

A Simulacrum cannot have higher MAG than its caster or cast any spell better than its creator, except as noted in the magical attack options below.

A Simulacrum has -3 on all skills irrespective of their normal defaults, except as improved below:

Skill value (each skill)

DP

-3

0

-2

0.25

-1

0.5

0

0.75

1

1

2

1.5

3

2

4

3

5

5

6

7

7

10

Note that the cost given is a total.

Magical attacks

Attack

DP Cost

Explanation

Light beam

1

Intense beam of light at will, inflicts a scratch, may blind temporarily.

Electric spark

1

Spark of electricity from the simulacrum at will, minor wound

Burning aura

2

At will, minor wound to all creatures in 1m radius

Stunning ray

2

At will, fires a 1d2 round stunning ray at a target up to 2m distant

Slowing aura

2

All creatures in 1m radius have a 50% chance of losing their turn.

Telekinetic projection

2*N

At will, uses basic telekinesis (as Unicorn telekinesis of total bonus +N)

Other features

Feature

DP Cost

Explanation

Flying

1

The simulacrum can fly, including hovering, as if weightless.

Telepathic Bond

1

The caster can see and hear what the simulacrum would be able to see and hear.

Easy to Control

2

The simulacrum counts as only one-half its normal control limit.

Safety Features

1

The simulacrum will self-dispel if the caster loses control of it.

Unmoving

-1

The simulacrum can't move on its own; someone has to carry it around.

Control Range

1

The simulacrum is able to function outside the sight of its controller.

Puppet

-3

The simulacrum requires the concentration of the caster to act. The caster can't attack or cast magic in the same round as the simulacrum does either of those things or makes a skill check.

Pony Typed

2

The simulacrum is considered to have a chosen pony type for the purposes of being able to use pony type specific skills, e.g. Pegasus weather manipulation

Specificity

1

The simulacrum magic attacks specified as affecting all creatures affect only enemies.

Controlling a Simulacrum: The caster may simultaneously control a number of simulacra equal to his or her WIL without risk of spontaneous control failure. When a simulacrum in excess of this number is created, the caster must make a WIL check against the number of simulacra. If it is failed, a randomly selected simulacrum (not necessarily the newly created one) goes out of control and behaves randomly. Control cannot be reestablished without specialized spells.

A simulacrum that is under control may be dispelled at will as a free action.

A simulacrum that casts magic draws energy from its caster's magical reserve. Simulacra do not suffer from any magical overexertion effects. They do not have instinctive telekinesis or reactive magic.

Conjuration (last edited 2015-08-09 22:20:52 by Bryce)