you animate a pile of skeletons to work as one collective mind.
As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 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 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 until the creature dies, upon death role a d10 1-2 the skeleton ball brakes releasing 1d4+1 skeletons at 1 HP each that will be hostile to all life. 3-9 the skeleton ball will shatter causing 1d8+2 piercing damage to all sounding creature in a 10 foot radius10 the the skeleton ball brakes releasing 1d4+1 skeletons at 1 HP each under the original casters control.
* - (20 skeletons, the heart of any living creature, a onyx gemstone worth 50gp and fresh blood)Previous Versions
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Coming Soon
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