If the wizard has time for multiple castings of simulacrum (a spell that takes 12 hours unless you're using wish to cast it), then said wizard has time to:
- Cast Simulacrum on self to create Sim #1 (12 hours) (This Simulacrum is only missing the 7th level slot you used to create it)
- Long Rest to regain 7th level spell slot (8 ~ 12 hours, depending on how soon after the previous long rest you cast Simulacrum)
- Have Sim #1 cast Simulacrum on you to create Sim #2 (12 hours) (Sim #1 now has no 7th level spells slots; Sim #2 has all of its spell slots, as it is a copy of the wizard after said wizard regained their spell slots via long rest)
- Have Sim #2 cast Simulacrum on you to create Sim #3 (12 hours) (Sim #2 now has one missing 7th level spell slot; Sim #3 has all of its spell slots, as it is a copy of the wizard after said wizard regained their spell slots via long rest)
- Repeat step 4, with the newest created Sim casting Simulacrum on the wizard this time, as many times as you want or can get away (some arbitrarily large number). When finished, this results in a Wizard with full spell slots, Sim #1 with 2 missing 7th level spell slots, Sim #2 through next to last with 1 missing 7th level spell slot, and the last Sim with all spell slots.
Personally, I prefer the quick method of clone army creation:
Sure, all but the last sim in the latter method are technically weaker than the one's in the former method (lacking their 9th level spell slot instead of 1 of their 7th level spell slots), but considering you can get 3600~7200 clones via the second method in the same time it takes the 1st method to make one (after the initial day it takes both methods to start their respective production lines)...
- Like above, Cast Simulacrum on self to create Sim #1 (12 hours) (This Simulacrum is only missing the 7th level slot you used to create it)
- Long Rest to regain 7th level spell slot (8 ~ 12 hours, depending on how soon after the previous long rest you cast Simulacrum)
- Have Sim #1 cast Wish ->Simulacrum on you to create Sim #2 (6 seconds) (Sim #1 now is missing 1 7th and 1 9th level spell slot; Sim #2 has all spell slots)
- Repeat step 3, with the newest created Sim casting Wish->Simulacrum on the wizard this time, as many times as you want or can get away (some arbitrarily large number). When finished, this results in a Wizard with full spell slots (or 1 7th level spell slot missing that can be regained after a long rest), Sim #1 missing 1 7th and 1 9th level spell slot, Sim #2 through next to last with 1 missing 9th level spell slot, and the last Sim with all spell slots.
That being said, these days, I'm leaning towards having "the state of having cast simulacrum" be a statistic for the purposes of the spell's duplication, which would make it impossible for a self simulacrum to cast simulacrum by the spell's own rules. While this wouldn't stop the infinite clone army through other (more convoluted) means, said means would require cooperation from other individuals, which would shut down most would-be users of this type of shenanigans.
I don't think you're allowed to have more spell points at a time than what your level gives you, but if I'm wrong, then that works.
Regardless, you can't use twinned spell to target the same creature twice, so twinning Simulacrum would only work if you had someone else to twin with you (not legal before the fight and good luck trying it during the fight against an opponent actively trying to kill you / not be killed by you).
Removing magic items is fine, but I would offer one contingency if that was the case: weapon attacks are magical. You won't get any bonuses to hit or damage, but you can overcome resistance to non-magical attacks. This is because martials such as fighters and barbarians have no way really of making their attack magical, but in most games 20-th level PCs would have magical weapons.
It was not. I was among the referees. My personal pick was the sorcerer or the monk. Of course it was in the first three weeks of the start of 5ed. Some mistakes about some rules must have happened as our comprehension of the rules have refined over the years. Even today, some rules are debatable as views are often contradictory. But all contestants were playing by the same rules. The diviner came up on top. I was not playing the diviner. I hate it. But I have to admit that he wins all.I think your competition was a bit biased though. So I don't think it's an overall good gauge.
Staying away from a fight for 16 hours is pretty much admitting your defeat. Changing plane is admitting defeat as it should be considered leaving the area. All your tactics so far, are from a loser point of view, so...Maybe not. Forgot 3.5 rules.
"Etherealness
You ignore all Objects and Effects that aren't on the Ethereal Plane, allowing you to move through Objects you perceive on the plan you originated from. "
"Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon. "
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Does Force Damage Affect Ethereal Creatures?
This passage from the description of the Border Ethereal (DMG p. 48) says that anything made of magical force can affect ethereal creatures: A traveler on the Ethereal Plane is invisible and utt...rpg.stackexchange.com
Diviner Win every match. I beg to disagreed.
I can stay on Etherealness 16h regaining resources freely with Sorcerous Recovery, if the enemy just want play covardly.
Staying away from a fight for 16 hours is pretty much admitting your defeat. Changing plane is admitting defeat as it should be considered leaving the area. All your tactics so far, are from a loser point of view, so...
As for your quote on etheralness, it goes against the specific beats general. Down the post the JC's position is hotly debated. It would not be the first time that JC is out of place in his answer. A tweet is not SA. Until we see it as an official SA, I'll stick with the basic interpretation. Force damage has always been the way to attack etheral creatures. I wonder why it should go against tradition. It makes no sense.
The errata is that no DM ever has to put up with this nonsense. Everyone talks about simulacrum as if it's a constant, but no DM is under any obligation to give the wizard the components. Especially not any more than they need. If a wizard prepared simulacrum, I'd give him the components once and that'd be the end. Because, quite frankly, it's a bit absurd that powdered rubies would be so readily available. Who's powdering the rubies? Why aren't they out of stock because of every archmage in the world?Yeah, Simulacrum needs some heavy errata.
Look at the components that have cost (as I explained before) and powdered ruby or ruby dust is one of (if not) the most common.The errata is that no DM ever has to put up with this nonsense. Everyone talks about simulacrum as if it's a constant, but no DM is under any obligation to give the wizard the components. Especially not any more than they need. If a wizard prepared simulacrum, I'd give him the components once and that'd be the end. Because, quite frankly, it's a bit absurd that powdered rubies would be so readily available. Who's powdering the rubies? Why aren't they out of stock because of every archmage in the world?
That just means spells with those components shouldn't be taken lightly. That doesn't mean DM's should bend down and give the wizard what they want on their whim.Look at the components that have cost (as I explained before) and powdered ruby or ruby dust is one of (if not) the most common.
It would be better to errata the spell (or house rule it) for balance than rely on a stingy DM who can't think of any other way.