Spectral Double (spell)

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Spectral Double.jpg

Spectral Double is a spell that that conjures a ghostly avatar of the caster, mirroring certain aspects of the caster, including movement, intelligence, speech and — most notably — a limited capacity for spellcasting. The double is an intangible, translucent projection, appearing identical to the caster apart from its spectral nature, with faint distortions that shift subtly as it moves.

Spectral Double
Range self
Duration 2 rounds per level
Area of Effect 1 spectre; see below
Casting Time 2 rounds
Saving Throw none
Level illusionist (3rd)

Upon its creation, the caster imbues the double with two spells selected from their known repertoire of 1st level spells. These spells immediately become inaccessible to the caster, as their magical essence is transferred into the double. However, the double may cast these spells freely and without limit for the duration of its existence, requiring only the same verbal and somatic components as the caster.

These spells, having been given to the double, are now counted as though they have been discharged by the caster of Spectral Double. This remains true regardless of whether the double ultimately casts the spells or not; once the magic is transferred, the original caster cannot regain or reprepare those spells until they would normally be restored.

The player character decides what the spectral double does, as though it were another player character. It has all the knowledge of the caster and can act therefore within the bounds of its sage abilities and other non-corporeal limitations.

Double's Limitations

The double has the appearance and incorporeal nature of a fully manifested spectre, making it a purely phantasmal entity. Once created, it is free to move independently within its range, though it remains bound to the caster's presence. The double is entirely incorporeal and cannot physically interact with the world, meaning it is incapable of delivering touch-based spells. Any spell that requires direct physical contact with a target cannot be cast by the double. It cannot be harmed by normal weapons or even those made of silver, though magical weapons and spells can strike it, inflicting damage as they would against any other creature. The double possesses hit points equal to the caster's current total, but if reduced to zero hit points, it is immediately dispelled and vanishes.

The double may move up to 60 feet away from the caster but cannot stray beyond this limit. It may discharge one of its imbued spells each round, requiring no casting time — but it must remain stationary while doing so, forfeiting any movement for that round. Once a spell is expended, it is permanently lost from the double's abilities and cannot be regained.

The power of the spells cast by the double is halved in effectiveness compared to the original caster, with fractions ignored. For example, if the caster is 7th level, the double will cast spells as though it were 3rd level, affecting variables such as damage, duration and range accordingly.

The double is capable of observing and investigating areas outside the caster's line of sight, making it useful for reconnaissance or scouting. However, this knowledge is not instantly transferred to the caster; the double must physically return and communicate its findings in order for the caster to learn what was seen or heard.

The double's ability to remain hidden is identical to that of the caster — if the caster would be noticed in a given situation, the double is just as likely to be detected. All stealth, perception and awareness factors apply to the double as they would to the caster, making it equally susceptible to detection.

Even after casting both of its spells, the double does not immediately dissipate — its existence is bound to the spell's duration, not its remaining magical power. If the spells granted to the double were never cast, they are still considered lost to the caster for the day, unable to be recovered or prepared anew until the usual time.

Effects upon the Caster

The caster, after creating the double, is free to act independently, with no restrictions beyond the loss of the two spells transferred to the double. The caster may cast other spells, engage in combat, bind wounds, interact with the environment or take any other action as normal.