Overview
Hey, new caster, let's talk Clone – the wizard's ultimate 'just in case' policy against that TPK you've been dreading. This 8th-level necromancy spell creates an exact duplicate of yourself (or ally) in a sealed vessel, which matures over 120 days. If the original dies and their soul is free and willing, it jumps into the clone, giving you a fresh start with all memories, personality, and abilities – no equipment, though. The original body turns inert, no res spells on it after. Material cost: 3,000 gp (1k diamond + 2k vessel + flesh), 1 hour cast time, touch range. It's instantaneous duration, no concentration. Only wizards get it RAW.
Verdict: Situational powerhouse. Excellent for paranoid high-level wizards (17+) in deadly, long-haul campaigns where permadeath looms – think against liches, dragons, or soul-trapping villains. Mediocre trap otherwise: the 120-day wait, insane gold sink, and vulnerability of the vessel make it dead weight in most games. Opportunity cost is brutal – that 8th slot could be Feeblemind (DC 19 Int save or mind-shattered) or Dominate Monster instead. But if your DM loves killing PCs permanently, Clone is your golden ticket to immortality. Veterans stash it in a Demiplane vault early. Don't sleep on it for epic play.
Stat Block
| Property | Value |
|---|---|
| Level | 8 |
| School | Necromancy |
| Casting Time | 1 hour |
| Range | Touch |
| Components | V, S, M |
| Material | A diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water. |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Wizard |
When NOT to Use This
- •Campaigns under 6 months real-time – 120 days never matures.
- •No extraplanar storage; vessel gets raided.
- •Party can't afford 3k gp opportunity cost (e.g., buying +3 weapons).
- •DM bans permadeath or res spam.
- •Low-level wizard (pre-17); slots too precious.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Poor upfront (1 rare 8th slot + 3k gp + 1 hour), Excellent long-term (infinite revives, no diamond cost like Resurrect). |
| Action Economy | Poor |
| Opportunity Cost | 8th slots shine in combat (Feeblemind averages 2-3 boss disables vs Clone's 0 DPR); utility like Demiplane creates safe houses instantly. |
When worth the slot: Deadly campaigns level 17+ with secure storage and 6+ months playtime.
When NOT worth the slot: Combat-heavy games, low-gold parties, or short arcs.
Pro Tips (Veteran Secrets)
Tip #1: Clone yourself AND your Bag of Holding contents via sub-cloning trick? No, but store gear in vessel with clone.
Why veterans know this: Vets use it for gear cache; respawn geared up faster.
This avoids the mistake of: Forgetting naked respawn wastes days shopping.
Tip #2: Prep flesh samples from entire party early via Spare the Dying + knife.
Why veterans know this: One wizard serves all; scales party survival.
This avoids the mistake of: Wasting slots on individual res prep.
Tip #3: Younger clone option for races with age bonuses (e.g., elf agelessness).
Why veterans know this: Optimizes ASI timing or lifespan.
This avoids the mistake of: Assuming always full age.
Tip #4: Multiple clones: cast on same target repeatedly for redundancies.
Why veterans know this: Stats first clone; if destroyed, next triggers.
Common Mistakes to Avoid
Casting Clone then dying immediately, forgetting 120-day wait.
Why it's bad: No instant revive; wastes 3k gp and slot.
Do this instead: Cast 120+ days before risks; use as long-term policy.
Leaving vessel in town inn or backpack.
Why it's bad: Stolen/smashed day 1; total loss.
Do this instead: Extraplanar vault with layered defenses.
Expecting clone to work on undead or constructs.
Why it's bad: Requires living creature soul; fails on vampires/zombies.
Do this instead: Only living PCs; reincarnate alternatives for others.
Trying to res original body post-clone transfer.
Why it's bad: Inert remains; wastes res spells.
Do this instead: Bury original; gear up new body.
Usage Tips
- •Prep Clone at level 17+ only if you have a secure, extraplanar storage like a Demiplane – cast it pre-boss fight for insurance.
- •Use on high-value NPCs or party leaders first; your gold pays off if the barbarian tanks a death.
- •Combine with Gentle Repose on flesh sample to preserve it long-term before cloning.
- •Track the 120-day timer rigorously; use it as RP hook for 'waiting for my backup body'.
- •Upcast? No higher level benefits; it's fixed.
- •Protect vessel with Alarm, Glyph of Warding (fireball trap), or Forbiddance for anti-scrying.
Rules Notes
- •Soul must be 'free and willing to return' – trapped souls (e.g., magic jar, soul gems) won't transfer; unwilling (e.g., dominated) also fails.
- •Clone is physically identical but starts naked; no attunement items transfer.
- •Vessel undisturbed = key; damage to immature clone destroys it entirely.
- •RAW, clone can be younger version, potentially optimizing age-related traits but rare.
- •Original remains become inert post-transfer; no stacking res spells on corpse.
Synergies
- •Demiplane: stash vessel in personal pocket dimension – enemies can't find it without true seeing or legend lore.
- •Sequester: hide the vessel undetectably for 120+ days while you adventure.
- •Contingency: trigger Scrying on your clone site if you die, alerting allies to protect it.
- •Wish: duplicate Clone effect instantly, bypassing wait and cost – ultimate combo.
- •Mordenkainen's Magnificent Mansion: temporary secure site during maturation.
Anti-Patterns
- •Don't cast without a theft-proof location; divinations like Legend Lore reveal it to smart foes.
- •Avoid in low-gold parties – 3k gp is 30k starting gold for lvl 17; drains party resources.
- •Skip if campaign ends soon; 120 days = 4 months real-time in weekly games.
- •No point cloning low-HP martials over yourself; wizard brains are the prize.
- •Don't rely solely on it; soul traps bypass completely.
Tactical Modules
- •Pre-Dungeon Insurance — When to use: Before entering a no-resurrection dungeon crawl or lich lair.. Synergy: Pair with Sequester on vessel; if you die to finger of death, respawn 120 days later outside.
- •Party Backup Protocol — When to use: High-lethality arcs with permadeath house rules.. Synergy: Clone key allies via Wish or shared casting; ensures fighter revives with same feats.
- •Soul Trap Counter — When to use: Vs enemies using imprisonment or magic jar.. Synergy: Clone bypasses body res limits; soul jumps free if not trapped.
Countermeasures
- •Threat: Enemy divination locates and smashes vessel. — Response: Store in Demiplane keyed only to you; add Nondetection.. Fallback: Have a secondary clone site or True Resurrection diamond ready.
- •Threat: Immature clone disturbed before 120 days. — Response: Use Forbiddance (no teleport) + guards.. Fallback: Recast immediately with spare flesh prepped.
- •Threat: Soul trapped (e.g., helm of brilliance) — Response: Clone won't trigger; use allies for Remove Curse first.. Fallback: Plane Shift to rescue soul manually.
Frequently Asked Questions
is clone worth it 5e
Situational for level 17+ wizards in deadly long campaigns. 3k gp and 120-day wait make it poor for most tables, but unbeatable insurance vs permadeath. Skip unless your DM loves killing PCs.
clone spell 5e guide
Clone creates a backup body maturing in 120 days; soul transfers on death if free/willing. Hide vessel in Demiplane. Best for paranoid wizards; compares poorly to instant res spells.
does clone work if soul trapped 5e
No – soul must be 'free and willing.' Traps like magic jar or soul gems prevent transfer. Use allies for freedom first or have non-soul res backup.
clone vs true resurrection 5e
Clone cheaper long-term (no repeat 25k diamonds), permanent exact duplicate, but 120-day delay. True Res instant but costs more per use. Clone wins for repeated deaths.
how to protect clone vessel 5e
Stash in personal Demiplane with Forbiddance and Glyph traps. Add Sequester for undetectability. Multiple sites for redundancy.
can you clone undead 5e
No – requires living creature. Undead lack transferable souls per RAW. Use Create Undead or alternatives.
clone spell build wizard 5e
Chronurgy or Divination wizards excel; pair with Portent for soul-freeing saves. Prep at 17 in high-magic campaigns with gold sinks.
is clone concentration 5e
No, instantaneous duration post-1 hour cast. Clone endures indefinitely if undisturbed.
Citations: api:spells/clone
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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