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Simulacrum

Level 7 · Illusion

  • Utility

A 7th-level spell in the illusion school, Simulacrum appears on the wizard list. Cast time: 12 Hours. Range Touch, components V/S/M, duration until dispelled. Material: powdered ruby worth 1,500+ GP, which the spells consumes. Effect: You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell.

Stat Block

Level
7
School
Illusion
Casting Time
12 Hours
Range / Area
Touch
Components
V, S, M
Duration
Until dispelled
Ritual
No
Concentration
No
Classes
Wizard
Material
powdered ruby worth 1,500+ GP, which the spells consumes

Description

You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't gain levels, and it can't take Short or Long Rests. If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Illusions are spells against perception, not against bodies. They cannot kill, they cannot move, they cannot heal — but they can convince. Simulacrum reads as Illusion the moment you see the effect — the spell creates a perceptual fiction the target's senses report as real. Level-7 slots are rare; Simulacrum earns its cast when the fight truly needs it.

Class Fit

  • Wizard: The Wizard's daily prep list is the class's flexibility lever — every long rest is a chance to reconsider what Simulacrum is doing on the sheet.

Tactical play (Doungim editorial)

Create a half-HP copy of a creature. The copy can cast spells, including spells with material components that the original supplied. Famous loop: Simulacrum-of-yourself casts another Simulacrum (DM ruling required). The clone is a full caster with its own slots.

Wizard spellsIllusion schoolLevel 7

Related Spells

Frequently Asked Questions about Simulacrum

What level spell is Simulacrum?
The spell Simulacrum is a level 7 spell in the Illusion school. Wizard all have access to it.
What is the range of Simulacrum?
Simulacrum is cast via touch. The caster has to reach the target with a successful melee touch (if the target is unwilling).
How long does Simulacrum last?
The duration on Simulacrum is until dispelled, with no concentration required.
What components and casting time does Simulacrum need?
Note: Simulacrum requires V, S, M. Beyond that — Material component: powdered ruby worth 1,500+ GP, which the spells consumes; the casting time is 12 hours (not a standard Action).
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/simulacrum. Point a phone camera at this code to open the Simulacrum page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.