You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize or crop it. This spell copies a single page with each action, and cannot copy sections larger than 9X12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.
Touch the forehead of a medium or small humanoid corpse or pile of bones and burn the incense. The undead becomes a skeleton that can obey any order you give it, understand any languages you know, and act of its own will, but cannot attack. You can communicate with it telepathically within 150 meters. You can also see through its eyes, with darkvision, as if it was a familiar. The skeleton comes equipped with anything the corpse had before being raised, and can equip any items or outfits you give it.
Additionally, the skeleton has the capability of discarding its body to become a floating skull. The floating skull has a flight speed of 50, and 1hp. When the servant becomes a floating skull, it leaves the rest of its body and any gear behind, wherever it was. It can reconnect with any skeleton of the same size afterward, including its own, to return to its original skeleton form.
At Higher Levels: When you cast this spell using a spell slot of 8th level, you can create an unlimited amount
of servants but each additional
servant will require a gem worth at least 50 gp which the spell consumes. Each pile of bones must be within 30 feet of you when you cast this spell
You alter the appearance of a corpse in one of several ways:
• Edit Appearance - You mold the appearance of the corpse to look like another creature, you may only copy specific faces if you have a solid understanding of their appearance.
• Doctor Evidence - You doctor the evidence leading toward this creature's death.
• Clean Corpse - You make the corpse presentable.
• Remove Flesh - You turn the corpse into a skeleton.
• Add Flesh - You turn a skeleton into a full corpse.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional corpse for each slot level above 1st. When you use a spell slot of 3rd level or higher, you can target one undead for each slot level above 3rd. The undead must be within 10 feet of you when you cast this spell.
A wave of forceful energy leaves your palms and travels towards your target. Make a spell attack against a creature. If you hit the target, they take 2d6 force damage and must succeed at a Constitution saving throw or become dazed until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each spell slot above 2nd.
The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage, each tethered target takes half that amount as necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a bonus action, you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.
At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slot levels above the 2nd.
This spell may only be cast at night. Choose a corpse, or a number of corpses, within range that are equivalent the size of the creatures you are animating (the GM will determine how many corpses are required). You can animate a number of large or smaller undead creatures equalling a total challenge rating 2 or lower.
On each of your turns, you can use a bonus action to mentally command any creature you made 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 for 24 hours, after which time 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 1 creature you have animated with this spell, rather than animating a new one. Additionally, casting this spell in this manner does not require spell components with a GP cost.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can animate or reassert control of an additional CR worth of undead creatures created with this spell. When you cast this spell using a 9th level spell slot, you can animate or reassert control over an additional two CR worth of undead creatures created with this spell. Additional creatures must be animated with sufficient corpses or bones.