You place one hand completely over one of your eyes and mentally activate the spell. As you pull your hand away, the ligaments and connections in your eye detach and your eye is pulled out of its socket. Your eye floats in the air above your palm. You can mentally direct your eye to move to a new location. You see out of your detached eye and have no ability to not see out of it. You gain no added benefits other than this but the eye retains any you already have (darkvision, etc).
Your eye moves at about 10 ft per action. Any damage taken by the eye can result in the eye's destruction. The eye joins initiative order during any battle.The eye is considered similar to a familiar but can attack (if you have spells or somehow you upgrade the eye to be able to wield a weapon). The eye is subject to the same limitations you are (if you can be charmed, poisoned etc), and has the same benefits you do (such as resistance, saving throws, etc) excepting it gets no benefits from the items you are wearing.
Loss of the eye is permanent, results in the spell ending, and cannot be healed by anything less than a 7th level healing spell or an equivalent level regeneration potion, divine intervention, or somehow copying the eye (in which case you can use this spell to return the copied eye to your empty socket). The spell on the eye cannot be detected by magical means, and the eye will seem to be a small sized creature for any spells that detect nearby creatures.
You may give the eye a command to return to you, and once in the same area, use 2 actions to return the eye by letting it hover over your palm and then placing your hand back over your empty eye socket. The spell then ends.
You may cast spells through the eye using a bonus action on your turn (ignore the casting time required by the spell unless it requires time, or more than 1 action in which case follow the required time or number of actions). Alternatively, you can use your use object to give the eye a mental command for its next turn (such as attack with a certain spell, retreat, etc). By default the eye avoids danger and things moving toward it. Consult with your DM for the stats for your eye.
You share spell slots with your eye.