Upon the death of a Huge or smaller creature, the caster can spend their reaction to start casting this spell. The spell binds the soul of the creature to the body of the creature while the caster tries to domination the mind of the creature. While the soul of the creature is bound by the spell, the creature must succeed on an intelligence saving throw(disadvantage if killed by the caster) or, on a failed save, have its soul continue to be magically bound to the body. The caster spends the rest of the spell duration removing the mind of the creature and transfer it into a gemstone. Any lose of concentration will end the effects of the spell, sending the soul off to the next life. At the end of a full successful casting of this spell the soul is fully bound to the body and at the direct control of the caster. The caster, with the gem in their possession, can give/rescind the former personality back to the creature as a bonus action, while the creature has its personality back it can speak and act in its old ways within the bounds of what the caster will allow (chiming in with information it knew in its former life, trying to dissuade the caster from taking a possibly reckless course of action, unable to kill like it use to if the caster forbade such an action) but has no desires to try to cause harm to/or go against the caster, as it's true mind is locked away in the gemstone. The creature can still cast any innate spells and retain racial abilities but lose the ability to use magical items, any legendary resistances/actions, and loses spell casting abilities that require spell slots. Only two creatures can be active at a single time and the caster choices with soul to unbind when casting on a third creature. Unbound souls start to glow from withing, illuminating the creature as the magic starts to fade and it is called to its final resting place. When the soul finally moves on, the body catches up to the level of decay it would normally be at as if it had been left to rot naturally after death. If the gemstone is destroyed, or dispelled the spell immediately ends and the soul is sent on. If the gemstone is stolen, the creature is stuck in whatever mode it was last in when the gemstone was lost and can only be changed with the caster getting the gemstone back.
On each of your turns, you can use a bonus action to mentally command the creature(s) bound by this spell if the creature is within 60 feet of you (if you control two creatures, you can command either or both of them at the same time, issuing a command to each). 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 a Tenday cycle, after which its soul starts to become restless to move on. To maintain control of the creature for another Tenday cycle, you must cast this spell on the creature again before the current period ends. This use of the spell reasserts your control over any creature you have animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you animate or reassert control for an additional period of time. 30 days with a 7th- level slot, 180 days with an 8th-level slot, and a year and a day with a 9th-level spell slot..
* - When a creature of Huge or smaller dies within 60 feet of you. ** - (exquisite metal bindings( silver or greater quality worth 1000 gp) , a piece of flesh, and a gemstone (worth 500 gp) which is consumed at the ending of the spell)
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