Quick Answer
Simulacrum is a 7th-level illusion spell for wizards. Over 12 hours, you make an ice-and-snow duplicate of one beast or humanoid. It has the original's statistics but half its hit point maximum, it obeys you, and it acts on your turn. It never gains levels and cannot regain spent spell slots. It lasts until it drops to 0 hit points or is dispelled, and it costs a 1,500 gp ruby each time.
Overview
Simulacrum is a 7th-level illusion spell that gives a wizard a permanent, loyal copy of a creature. Wizards can cast it from 13th level, when they get 7th-level slots.
The copy is a creature. It uses the original's statistics, including its attacks and, for a spellcaster, its spells. It has half the original's hit point maximum. It is friendly to you and to creatures you choose, and it follows your commands.
The spell is expensive and slow. The casting takes 12 hours, and the powdered ruby worth 1,500 gp is consumed. Damage to the simulacrum is repaired at 100 gp per hit point. You can only have one at a time, since casting the spell again destroys the old one.
Many of the spell's famous uses depend on DM rulings. The 2024 version answers several of them directly, so check which edition your table uses.
Stat Block
| Property | Value |
|---|
| Level | 7 |
| School | Illusion |
| Casting Time | 12 hours |
| Range | Touch |
| Components | V, S, M |
| Material | Snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell. |
| Duration | Until dispelled |
| Concentration | No |
| Ritual | No |
| Save/Attack | None |
| Classes | Wizard |
When NOT to Use This
- •You cannot spare 12 hours. The creature must stay within range for the entire casting.
- •You cannot afford the 1,500 gp ruby, plus repair costs later.
- •The creature is not a beast or humanoid. Dragons, giants, fiends, and most monsters cannot be copied.
- •You already have a useful simulacrum. Casting the spell again destroys it.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Very high over time. One slot and 1,500 gp for a creature that lasts until destroyed. |
| Action Economy | The simulacrum acts on your turn, adding a second set of actions to every combat. |
| Opportunity Cost | Competes with Forcecage, Plane Shift, Teleport, and Etherealness for your 7th-level slot. The 12-hour casting also takes most of a day. |
When worth the slot: Long campaigns with downtime and gold, where a permanent ally pays off over many sessions.
When NOT worth the slot: Short adventures, tight budgets, or tables where the DM rules the copy very narrowly.
Pro Tips
Tip #1: Copy a creature whose value does not depend on gear.
Why it works: Under the 2014 rules, the simulacrum is formed without any equipment. A creature whose AC and attacks come from natural abilities or spells keeps more of its strength.
This avoids the mistake of: Copying a heavily armored warrior and getting a much weaker version.
Tip #2: Treat its spell slots as a one-time resource.
Why it works: A spellcasting simulacrum cannot regain spent spell slots. Each slot it uses is gone for good.
This avoids the mistake of: Spending its best slots on easy fights.
Tip #3: Keep it out of harm's way when possible.
Why it works: It has half the original's hit point maximum. Repairs cost 100 gp per hit point, so every point of damage costs real gold.
This avoids the mistake of: Using it as a frontline tank and paying thousands to fix it.
Common Mistakes to Avoid
Expecting the simulacrum to level up.
Why it's bad: It never increases its level or other abilities. It stays as the original was at the time of casting.
Do this instead: Recast later if the original has grown much stronger and the old copy is no longer useful.
Making two at once.
Why it's bad: Casting the spell again instantly destroys any active duplicate you created with it.
Do this instead: Plan around one simulacrum at a time.
Assuming it can copy any monster.
Why it's bad: It only works on beasts and humanoids. Owlbears are monstrosities, and dragons are dragons.
Do this instead: Check the creature type in its stat block before you buy the ruby.
Usage Tips
- •Worked example: a 13th-level wizard with 14 Constitution has 80 hit points, using fixed averages (8 at 1st level, then 6 per level).
- •She casts Simulacrum on herself. The text allows any humanoid within range, though some DMs restrict self-copies.
- •The copy has 40 hit points, half her maximum. It knows her spells and has her spell slots, but each slot it spends never comes back.
- •After a fight, the simulacrum is at 15 of 40 hit points. Repairing 25 hit points costs 2,500 gp, more than the ruby that made it.
- •If it drops to 0 hit points, it melts. A new one costs another 1,500 gp ruby and another 12 hours.
Rules Notes
- •Target: one beast or humanoid within range for the entire 12-hour casting time.
- •The simulacrum appears identical to the original, has half its hit point maximum, and uses its other statistics.
- •It is friendly to you and creatures you designate, obeys your spoken commands, and acts on your turn in combat.
- •It cannot learn or become more powerful, never increases its level or abilities, and cannot regain expended spell slots.
- •Repairs: 100 gp of rare herbs and minerals per hit point regained, in an alchemical laboratory (2014).
- •It lasts until it drops to 0 hit points, then melts. Dispel Magic can also end it, since the duration is until dispelled.
- •Casting the spell again destroys any current simulacrum you made with it.
Synergies
- •Long-duration buffs: A wizard simulacrum can cast spells like Mage Armor or Fly on you, saving your own slots.
- •Clone: Both are expensive high-level wizard spells. Clone protects you from death, while Simulacrum doubles your actions.
- •Dispel Magic awareness: Enemies who dispel it at DC 17 can undo your 1,500 gp investment. Protect it accordingly.
Anti-Patterns
- •Copying a creature for its gear in 2014. The copy arrives without equipment.
- •Sending it to scout alone into danger without a plan to pay for repairs.
- •Relying on loops or exploits without asking your DM first. Many are debated or ruled out.
Tactical Modules
- •Second Caster. When to use: Boss fights where an extra set of spells matters. Synergy: Let it cast buffs on the party so you keep your slots.
- •Trusted Agent. When to use: You need someone loyal to guard a place or carry a message. Synergy: It is friendly to you and obeys your commands.
- •Beast Mount or Guard. When to use: You have access to a strong beast. Synergy: Its natural attacks need no gear.
Countermeasures
- •Threat: Dispel Magic on the simulacrum — Response: Keep it out of enemy casters' sight. Fallback: Recast it after the fight if you have another ruby.
- •Threat: Heavy damage — Response: Pull it back before it reaches 0. Fallback: Budget gold for repairs.
- •Threat: The DM restricts self-copies — Response: Copy a friendly NPC or ally instead. Fallback: Pick a beast with strong natural abilities.
Simulacrum in the 2024 Rules
The 2024 rules keep the core idea and answer several common table arguments:
- •The creature must be within 10 feet of you for the entire casting. You finish by touching both it and a pile of ice or snow of the same size.
- •The only listed material is powdered ruby worth 1,500+ GP, which the spell consumes.
- •The simulacrum uses the original's game statistics at the time of casting, but it is a Construct and has half the hit point maximum.
- •It cannot cast Simulacrum. That closes the old argument about a copy making more copies.
- •It cannot gain levels and cannot take short or long rests, so it never regains resources that need a rest.
- •The only way to restore its hit points is a repair during your long rest, costing 100 GP per hit point, with the simulacrum within 5 feet of you.
In 2014, the copy can be "affected as a normal creature," so many tables let healing spells work on it. In 2024, repair is the only way to restore its hit points. The 2024 text also does not repeat the 2014 line about the copy having no equipment. Ask your DM how they handle gear.
Frequently Asked Questions
How does Simulacrum work in 5e?
You spend 12 hours and a 1,500 gp ruby to make an ice copy of a beast or humanoid. It has the original's statistics and half its hit point maximum, obeys your commands, and acts on your turn. It lasts until it drops to 0 hit points or is dispelled.
Can you make a simulacrum of yourself in 5e?
The spell text allows any beast or humanoid in range, and you are a humanoid within range. Many tables allow it. Some DMs restrict it because it doubles a high-level wizard's spellcasting, so ask first.
Does a simulacrum regain spell slots in 5e?
No. In 2014, the text says it cannot regain expended spell slots. In 2024, it cannot take short or long rests, so it cannot regain them that way either. Whether it starts with full slots is up to your DM.
Can a simulacrum cast Simulacrum in 5e?
In 2024, no. The spell says it cannot. In 2014, the text only destroys duplicates that you made, which left room for argument. Most DMs rule against copies making copies.
How do you heal a simulacrum in 5e?
You repair it at 100 gp per hit point. In 2014, that happens in an alchemical laboratory, and many DMs also allow normal healing because it is affected as a normal creature. In 2024, the long-rest repair is the only way.
Can you have more than one simulacrum in 5e?
Not from the same caster. Casting the spell again instantly destroys any simulacrum you already created with it.
Does the simulacrum level up in 5e?
No. It never gains levels or improves its abilities. It stays exactly as strong as the original was when you cast the spell.
What creatures can Simulacrum copy in 5e?
Only beasts and humanoids. Other creature types, such as dragons, giants, fiends, and monstrosities, are not valid targets.
Citations: SRD 5.1 (Simulacrum, Dispel Magic); SRD 5.2.1 (Simulacrum)
Includes SRD 5.1 and SRD 5.2.1 content per CC BY 4.0.