Source: dandwiki (modified)
You use magic to bring undead under your control, even those created by other wizards. As an action, you can point at one undead creature that you can see within range. That creature must make a Wisdom saving throw against your spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until the spell ends. If no commands are given, it will defend itself against hostile creatures.
It is easier to control less intelligent undead in this way. It has disadvantage on it's saving throw if its Intelligence score is 11 or less, and automatically fails if its intelligence score is 7 or less.
In combat, the creature shares your initiative count, but takes its turn immediately after yours. You can mentally command any creature you control with this spell if the creature is within 120 feet of you. You decide what action the creature will take and where it will move during its 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.
Undead controlled by this spell can only be released by a Necromancy Wizard of spellcasting level equal to or greater than the level this spell was cast at using their Command Undead feature, or casting Control Undead at a level equal to or greater than the level this spell was cast at.
The spell ends when the duration expires, when the undead is destroyed, or when control of it is taken away.
At Higher Levels.
- When you cast this spell using an 8th level spell slot, the duration increases to 1 year.
- When you cast this spell using a 9th level spell slot, the spell lasts until dispelled, countered, or the undead is destroyed.
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