You utter foul words, summoning undeads from the darkest corners of the earth. You summon a wraith that appears in an unoccupied space you can see within range. The wraith disappears when it drops to 0 hit points or when the spell ends.
The summoned creature is friendly to you and your companions. Roll initiative for the wraith, which has its own turns. He obeys any verbal commands that you issue to him (no action required by you). If you don't issue any commands to him, he defends himself from hostile creatures, but otherwise take no actions. If he moves more than 120 feet away from you, he takes no actions until you are within 120 feet of him.
Summoning the dead is an ordeal. The caster takes a -3 penalty to all attack rolls and ability checks. At the start of each of the caster subsequent turns, the caster can make a charisma saving throw (save DC 15). On a success, the penalty ends on the caster. This penalty also ends if the spell is ended.
The GM has the creatures' statistics.
At Higher Levels. When you cast this spell using a spell slot 8th or 9th level, you can summon two wraiths.
* - (a small amount of distilled spirits)
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