The caster causes the material components to coagulate into a thick black liquid that forms into a bolt of Necrotic energy, the caster then hurls this bolt at the target dealing 3d8 + spell casting modifier, necrotic damage.
Additionally if the target is killed by this bolt, the skeleton inside the newly created corpse will be animated, the corpse will then spend 1d4 rounds of combat fighting its way out its fleshy prison, after which time it will be under the control of the caster.
The Skeleton has the normal stats of a skeleton, but its starting HP will be increased by the amount of damage the bolt dealt that killed the corpse the skeleton came from.
On each of your turns, you can use a bonus action to mentally command any skeleton you made with this spell if the creature is within 60 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 skeleton 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 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures 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 4th level or higher, the damage increases by 1d8 for each slot level above 4th
* - (a drop of blood, a piece of flesh, and a pinch of bone dust)
Comments