This spell calls forth the souls of those long dead. When casting Call Undead at 1st level you may call forth any amount of undead that add to 1/2 CR. You may not summon 0 CR undead like crawling claw or stomping foot
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 4d6 hours, after which it must make a wisdom saving throw equal to your spell DC. On a failed save, the creature is under your control for an additional 8d6 hours, doubling every time the creature fails the save. On a successful save the creature is no longer compelled to fulfill you commands, and in under the Dungeon Master's control. The creature will then act according to it's nature and alignment, which could be attacking you, staying neutral, wandering off, or even returning to the ground it came from.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher, you may increase the pool of CR you call undead from. At 2nd level the pool increases to 1 1/8 CR, 2 at level 3, 3 1/8 at level 4, 4 1/2 at level 5, 6 1/8 at level 6, 8 at level 7, 10 1/8 at level 8, and 12 1/2 at level 9.
If you are using a homebrew ruleset for epic level spells, the pool increases to 15 1/8 at level 10, 18 at level 11, and 21 1/8 at level 12
* - (a drop of blood, a piece of flesh, and a pinch of bone dust)
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