Zombie Double (Wizard Spell)

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This spell creates a ju-ju zombie duplicate of the caster. The zombie double has the same memories, consciousness, and alignment as the caster; essentially, the caster now exists in two bodies simultaneously. In all other respects, the zombie double is the same as a normal ju-ju zombie (AC 6; MV 9; HD 3+12; #AT 1; Dmg 3-12; SA strike as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to sleep, charm, hold, death magic, magic missiles, electricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and piercing weapons inflict half- damage; magical and normal fire inflicts half-damage); THAC0 16.
The zombie double cannot cast spells, but it can use any weapons that the caster can use. It is also able to climb walls as a thief (92 percent). The zombie double can be turned as a spectre. If it strays more than 30 yards from the caster, the zombie double becomes inactive and collapses to the ground; it becomes active again the instant the caster moves within 30 yards.
The material components for this spell are a bit of wax from a black candle and a lock of hair from the caster
Juju Zombie: AC 6; MV 9; HD 3+12; #AT I; THAC0 16; Dmg 3d12; SA strikes as a 6 HD monster; SD immune to all mind-affecting spells, including illusions; immune to sleep, charm, hold, death magic, magic missile, elec­tricity, poisons, and cold-based spells; edged and cleaving weapons inflict normal damage while blunt and' piercing weapons inflict half-damage; magical and normal fire inflict half; damage.
Category:Wizard Spells
Category:Spells from Wizards Handbook
Category:Spells
Category:The Complete Wizard's Handbook
Category:Spells from Wizard's Spell Compendium