You can cast this spell only in dark areas or aleas with very low amount of light. Choose up to as many skulls as possible within range. Each skull becomes a ghoul under your control. (The GM has game statistics for these creatures.)
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 240 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 an unlimited amount of time until it loses all its strength or gets killed, however, it becomes weaker for every 3 hours that pass by. To maintain the creature's strength, you must allow it to feast on a specific type of meat or blood according to its original race(Dwarf for Dwarf, Elf for Elf, etc.).
At Higher Levels. When you cast this spell using a 8th-level spell slot, you can animate ghouls within a 30 feet radius, with increased strength and increased overall stats. When using a 9th-level spell slot, you can animate ghouls within a 40 feet radius, with the ghouls being able to cast invisibility on themselves, however, this shortens the weakening time gap from 3 hours to 1 hour.
* - (One jar of grave dirt, a cup of any kind of ash, at least three skulls (any race, and depends on the number of Undead needed), any type of potion, and a cup of blood.)
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