Zombie Double
(Necromancy)

Range: 0
Components: V, S, M
Duration: 1 turn/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None

 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); THACO 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.