Simulacrum

When a wizard casts Simulacrum, he creates a fully-controllable duplicate of himself. 
==Description==
==Gameplay==
The caster applies this spell to self only.
When the casting is finished, a short "clone animation" (a rising disc portal) plays adjacent to the caster, and the simulacrum clone appears on the map a few feet distance from the caster.
The clone has the hit points, saving throws, and fighting abilities/caster levels adjusted to match up with a creature at 60% of the caster's level. There are some in-game mechanisms that determine how this is calculated and implemented (see the Notes section for more on this). The clone is a real temporary living being and can be hurt/killed, stunned, held, webbed, slowed etc. If the clone is killed, it leaves a corpse (or the clone can be "chunked") just like any corporeal body.
As the created clone is a real creature, it can perform a number of actions just like the caster. Unlike a Project Image clone, this creature isn't destroyed by Dispel Magic effects or removed by certain upper echelon divination attacks, such as Oracle, True Sight, True Seeing, or a Thief's detect illusion skill. 
Simulacrum clones do not count toward the 5 summoned creature limit per area map. Perhaps they should, but they currently don't. The number of Simulacrums on a map is only restricted by the party's ability to cast the spell and how long they last. 
== What the simulacrum clone can do ==
The simulacrum clone is an approximate 60% version of the caster. It can and must be controlled by the caster in order to do anything. It won't act on its own and has no actual AI script or default intelligence. 
The clone may move, attack with weaponry and can cast any memorized spells available and use most innate abilities the caster had at the time the clone was created.
The clone is created with all of the caster's worn equipment items, and those items function on the clone. For example, A Ring of Regeneration, Amulet of Power, or Boots of Elvenkind all provide their powers and ability modifiers to the clone.
Similarly, items with use charges assigned to the image's equipped items, such as weapons, rings, helmet, etc. can be selected from the "Use Item" menu, as normal.
The clone may use any items that are in the "Quick Items" slots at the time of its creation, such as scrolls, potions, wand or similar.
The clone may also open up the "Special Abilities" menu and activate any of those abilities.
An image from a caster with thieving abilities is limited to only attempting to perform pickpocketing tasks - it can retain stolen items in its empty inventory slots (which will be dropped on the ground when the image is expired/destroyed); The clone can set traps and activate any buttons found in the Special Abilities menu.
== Simulacrun clone restrictions ==
The clone cannot engage another creature in dialogue or initiate a conversation - it also doesn't trigger dialogue from other creatures even if it is within the creature's dialogue activation range. The game's AI scripts don't recognize the image as a valid dialogue trigger.
The clone cannot clear the fog of war and explore with its own sight radius, such as a familiar can or the Wizard Eye spell provides.
The clone isn't able to pick up loot (although the clone's "Quick Loot" button will show the loot), interact with containers, pull levers, push buttons, open or close doors, or transition to other area maps - the simulacrum also is unable to receive items into its inventory from other party members, and nor can any of its equipment or items be moved/transferred/dropped.
The clone cannot activate the "Find Traps/Detect Illusions" button, nor the "Stealth" button.
The caster's sequencers, spell trigger and contingency type buttons don't transfer to the image and thus aren't available to use. If the clone attempts to create its own sequencer for use, the game allows the spell to be selected and a short casting animation will play out, but the creation menu doesn't progress, and the creation process is finished/nothing was accomplished.
A simulacrum that casts/uses a scroll to attempt a Mislead, a Project Image or a simulacrum will begin the casting sequence, but the spell will fail and not achieve anything - the same applies if the clone activates Vhailor's Helm; a clone cannot create another clone of itself.
A simulacrum that has the Turn Undead ability will have the ability button available on the clone's character record. The ability button can be selected to switch on the turn undead power - however, it doesn't actually radiate the effect and thus does nothing to affect undead creatures. It seems that the divine power granted by the deity to turn, destroy or control undead is not passed on to the clone.
If a clone casts Lesser Restoration or Greater Restoration, including from a scroll, the spell will appear to cast as normal, but it will not remove the level-drain effect on the clone.
==Notes==
A Simulacrum's level is lowered through an unblockable Level drain effect. Level drain imposes a number of downsides, in particular a potentially significant reduction of saving throw values when compared to the original character. More information is on the Level drain article.
*The caster's temporary status effects, boosts, protections, crippling ailments and whatnot are not passed over to the clone. Only equipment and permanent effects that would survive even death and resurrection are passed.
* In Enhanced Edition, the clone is made immune to all Restoration effects.
All droppable equipment, quick slot and inventory items worn by the caster of Simulacrum are fully duplicated. They are worn by the clone in their respective slot, with the difference that they are made undroppable. The clone's item stacks and charges are entirely independent from the original caster.
The caster's undroppable equipment and items are not copied to the clone. For example Hexxat's Amulet, D'Arnise Signet Ring, or Edwin's Amulet.
===Spells and abilities===
The lists of known spells and abilities are copied over to the clone.
* Exceptions in Enhanced Edition: Slayer Change, Pocket Plane as well as sequencer and shapeshifting abilities that were added by spells like Shapechange or Spell Trigger are all stripped from the clone, who also loses any contingency created by spells such as Chain Contingency.
* In the original edition, memorized spells are sorted by the player, who can therefore select which spells will be passed on to a simulacrum. This is not the case in Enhanced Editions, see the Bugs section.
===Clone level===
*In Enhanced Editions, the number of levels drained from the clone is equal to 40% of the rounded-up () average level of all classes, rounded down. Each class is then drained independently by this amount. Example: A multi-classed level 23/20 Fighter / Druid will be drained by rounded down, resulting in a level 15/12 simulacrum. Dual-classed simulacrums are treated a bit differently, see the Bugs section.
*In the original edition, the number of levels drained is equal to 50% of the rounded-up average level of all classes, rounded down. Each class is then drained independently by this amount, except for dual-classed simulacrums whose active class is the only one drained.
===Misc===
*Simulacrum can also be cast via Vhailor's Helm.
*See the Clones section of the Exploits page for some unintended abuse uses of this spell.
== Trivia ==
The Advanced Dungeons and Dragons 2nd Edition ruleset has a 7th-level Wizard spell Simulacrum. The spell's casting time and creation process requires other spells and components to work, and this particular spell is entirely unsuited for use during combat and also has no specific duration. A simulacrum duplicate is an actual creation process. The spell creates the form of the creature, but it is only a zombielike creation. A Reincarnation (Wizard Spell) spell must be used to give the duplicate a vital force, and a Limited Wish (Wizard Spell) spell must be used to empower the duplicate with 40% to 65% (35% + 5 to 30%) of the knowledge and personality of the original. The level of the simulacrum, if any, is from 20% to 50% of that of the original creature. There are more restrictions and rules, especially to repair damage to the duplicate. See the External links for further reading.
== Gallery ==
OG Simulacrum 1.png|Gorion's Ward casts Simulacrum from a scroll for a planned hostile encounter that is about to take place.
OG Simulacrum 2.png|The ward needs to observe and direct the clone, so he's invisible and protected by SI Divination. The clone is hasted and runs up to a lich and undead minions.
OG Simulacrum 3.png|Simulacrums are great for suicide/hazardous missions like approaching a lich. The clone employs the equipped Daystar sword and uses a charge of Sunray. Enjoy that evil undead!
==Where to obtain its scroll==
===Baldur's Gate II: Shadows of Amn===
*Copper Coronet
*Spellhold Bodhi's Hunt Level 2
*Ust Natha Bazaar
*Random treasure
===Baldur's Gate II: Throne of Bhaal===
*Arcana Archives
Category:Random treasure
Category:Overpowered elements
==Bugs==
* In the original edition, the level of the clone is about 50% of the caster's rather than 60% as advertised in the spell description.
* In Enhanced Edition, memorized spells are sorted by alphabetical order for each level, which means the player only has limited control over a simulacrum's spell selection. The Level drain effect will remove memorized spells in reverse alphabetical order.
* In Enhanced Edition, dual-classed simulacrums are level-drained by an amount different from other character builds. Instead of using the average level of both classes, only the level of the first class in their pair of class names is used as a base to calculate the number of levels to drain. Then, instead of draining both classes by this amount, only the active class is drained. Examples:
**At level 9/30, a dual-classed Fighter / Mage whose active class is Mage will be drained by rounded down to 3, draining only mage levels, to 9/27
**At level 18/2, a Mage / Thief whose active class is Mage will be drained by rounded down to 7, draining only mage levels, to 11/2
**At level 2/18, a Mage / Thief whose active class is Thief will be drained by rounded down to 0, draining only thief levels, to 2/18
==Mod Content==
Installation of the Sword Coast Stratagems Mod makes changes to several spells, Including Simulacrum - but only if you are not playing with the Spell Revisions Mod. This is a component of the Mod you can select to install, or not, if you don't want it. From the SCS Readme:
Prevent clones made by the Simulacrum and Project Image spells from using their magic items (BG2EE,BG2,BGT)
At present, clones can use magic items belonging to their creator - even one-shot items - which arguably isn't what the spell is intended to do. This component blocks use of useable items, by greying out the quick-item bar for clones. Magic weapons, armor, and protective devices still function normally.
Spell Revisions mod has changed this arcane spell, revising its effects and description. See below:
Simulacrum
Level: 8
School: Illusion
Range: Personal
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
When this spell is cast, the caster taps energy from the Plane of Shadow to create a quasi-real, illusory version of himself. The duplicate is a near-perfect copy of the caster, making it a very powerful ally. The simulacrum is created at 60% of the level of the caster and has all the spells and abilities that the caster would have at that level. It also has 60% of the hit points of the caster. The simulacrum is fully under the control of the caster. The caster may have only one simulacrum at a time.
Also, with Spell Revisions - True Seeing does not dispel illusionary clones such as those conjured by Mislead or Simulacrum, but instead clearly highlights them, revealing them as deceptions. 
Spell Revisions doesn't allow a Simulacrum to use quick slot items.
A Simulacrum may not make another Simulacrum of itself. This is the case with Spell Revisions by itself or with SCS installed alongside it.
==External links==
* 
* Advanced D&D 2nd Edition Wiki - Simulacrum (Wizard Spell)