This morbid ritual creates an undead claw bound to its master's bidding. Choose a severed hand of a murderer. Your spell imbues the target with a power of unlife, raising it as an undead creature under your control. The target becomes a Crawling Claw (the GM has the creature's game statistics).
You may control the creature as though it were a familiar (it does not count as your familiar). You may direct which actions it uses on its turn, where it moves, who it attacks, etc. You may also give it commands:
Guard: The crawling claw will guard a room or object until instructed otherwise. The claw is not able to discern friend from foe, and will attack any who enter or interact with the object except the caster of this spell.
Rampage: The crawling claw will go on a rampage, moving from room to unlocked room and attempting to kill anyone inside. Again, the claw is unable to distinguish between individuals, and will simply attack anyone who is not the caster of the spell.
Vice: The claw will latch onto something and refuse to let go until the caster commands it. This does not harm the target. If placed on a target's face, the claw prevents the victim from speaking while the claw resides on their face.
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, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different hand.
* - (The hand of a murderer, a pinch of ash, and a black cloth.)
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