Profile
Selvarune was born and raised as a Drow, Dark Elf, and taught magic to become a powerful mage. Despite mages in Drow society being suspicious, he continued his work regardless, his parents encouraging his skills. Selvarune was quietly questioning his family's ambitions as he grew older and stronger. Still, his magic was kept a secret until one day he heard panicked whispers from his parents in the shadows of their home. He couldn't quite make everything out, something about being caught and having to atone.
It was later the next day when priestesses of Lolth came into their home, arresting him and taking him away for questioning and a test of loyalty. If Selvarune was honest, he wasn't as loyal as his parents flaunted, finding much of Lolth's commands insanity with their constant changes and hypocrisy.
Upon his failure of the test, the priestesses turned Selvarune into a Drider as punishment, draining any magic he had acquired in the process. As he returned home, his family was quick to cast him out. Selvarune was quick to realize he was used as a scapegoat for some ruined plans they had, earning reputations of loyalty for exposing him as a mage.
Now he leaves his home, seething in anger and slowly perishing as days go by, refusing to fall victim to his new baser needs. As he lied in a forest, waiting to die, his need for revenge sparks his need to live and as death comes, he makes a pact. The Reaper agrees, giving him the gift of magic once more and granting him life in return for servitude. Selvarune no longer needed to feed off of blood in order to live, as a trade off he is commanded to kill targets chosen by his new patron.
Thankful for this second chance, he goes forth to prove himself to his patron and grow his strength. When the time comes, he plans to use his family as they used him, choosing to kill them off and enslave their corpses and souls for his use. Later he finds that his Reaper patron has given him a decent amount of strength to start off with. He decides that along with now being a warlock, that he joins the Grave Domain as a cleric, doubling down on his deathly magics.
Selvarune has ambitions to regain his lost power, deciding to become a Warlock to stabilize his life and grow in power. He then chooses to follow the ways of a Cleric in the Grave Domain, wishing to become well acquianted with death and such related magics.
Driders are those punished by Lolth for various reasons, Selvarune's was for being a spellcaster, especially a secret one. Driders can be quite feral and violent, though thankfully Selvarune has been able to keep such feelings at bay. They age similarly to Elves, having been originally cursed Drow. They're dangerous creatures, being large yet sneaky. They can be quite sensitive to sunlight, but have superior vision in the dark, seeing as if the night was broad daylight. Their bites are painful and their poison is paralyzing, freezing their victims on the spot.
Driders must drink blood every four days in order to survive, though Selvarune no longer needs to drink blood to live after making his pact with his patron. He can receive a Boost when he drinks blood, however.
[ Trait ] Blood Drinking (Once per day)As Selvarune was clinging to the last threads of life, a Reaper came before him. The two of them spoke briefly before making a deal. The Reaper would keep Selvarune alive without the drinking of blood and allow him to grow in power. In return, Selvarune would help the Reaper in his tasks of reaping souls and ending the lives of those that are chosen. Failure to complete these tasks would end in Selvarune's own death.
It wasn't until time passed that Selvarune began to notice that he was often visited by different Reapers each time he was given a task. Over the years, he's made some bonds with them, though he hasn't exactly learned their names, save for a few. Some Reapers also tended to be harsher than others.
[ Level 1 ] Soul Harvest (Inspiration Die)- Level 1 - Disguise Self, Inflict Wounds.
- Level 2 - Knock, Pass Without Trace.
- Level 3 - Animate Dead, Phantom Steed.
- Level 4 - Mordenkainen's Faithful Hound, Phantasmal Killer.
- Level 5 - Antilife Shell, Contagion.
Those in the Grave Domain are to watch over life and death, respecting the dead and putting the restlest to rest. Selvarune decided to dip into become a Cleric of the Grave Domain to expand his knowledge on death and how to become more in control of it. He isn't exactly malicious in his knowledge, but he isn't against bending or breaking rules more Grave Clerics follow when he's motivated enough.
[ Level 1 ] Circle of Mortality (Ability & Cantrip)- Spells Level 1 - Bane, False Life
- Spells Level 3 - Gentle Repose, Ray of Enfeeblement
- Spells Level 5 - Revivify, Vampiric Touch
- Spells Level 7 - Blight, Death Ward
- Spells Level 9 - Antilife Shell, Raise Dead
- Bring Aelius back to life
- Murder/Enslave Lich
- Murder Family
- Bhuton Quota: 17/20 targets
- Khumdan Quota: 0/20 targets
- Cochisle Quota: 0/20 targets
- Primary Target: Shandrii Dundragon
- Primary Target: Hillanot Yarjerit
- Primary Target: Dagii
- Soul Exchange: Xolrun, Vylthir, Vyrrax, Charielle
- Human Disguise
- Naga Skull Butler
- Cauldron Mimic
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Race High ElfClass Fighter
Gender MaleSession Date 8/25/2022
A tall, blonde, lightly tanned skin, seasoned warrior.
The encounter with Paelias was a quick and simple one, especially with the help of Aelius. Using a bit of convincing acting, Aelius lured Paelius to the woods under the guise of needing to save a friend from a monster.
Paelias wasn't exactly the most observant, instantly walking into Selvarune's web trap. Selvarune bit into the trapped fighter and poisoned the man, interrogating him until he died.
From some assumptions and clues, Selvarune guesses that Paelias was of a specific church in Bhuton. Apparently the man was sent to capture someone and bring them back.
Selvarune looted the body and took: A satchel containing a bit of coin and a single gem, and an icon of Paelias' faith.
-
Race Wood ElfClass Rogue
Gender FemaleSession Date 8/25/2022
A Wood Elf with Tan skin, Redhead, Withdrawn and a Spy.
Selvarune's encounter with Mijira didn't go as smoothly, but it wasn't a hassle. With Aelius having trouble sleeping and being alone at the time, he went to a tavern for the night, leaving Selvarune to go after Mijira alone.
The Wood Elf was on edge and very observant, attempting to pack all she could away into a small boat and leave town. Selvarune kept to the shadows, using magic to mimic a worried and sorrowful Aelius to trick the woman into lowering her guard. It works for a split moment, but that moment was all it took for Selvarune to attack with a poisoned throwing knife. He decides to make the rest of her death quick, stomping onto her head and crushing it.
From what he can gather, it seemed that Mijira and Paelias knew each other well enough for Mijira to perk up at mentioning Paelias. Apparently Mijira had stolen a few things and was on the run.
Selvarune looted the body and boat, he took: a small satchel of gold, a bronze crown, a ceremonial electrum dagger, a silver necklace, a philter of love, a potion of growth, a scroll of protection, bracers of archery, a periapt of proof against poison, a +2 Moon Sickle, & a figurine of wondrous power (Ebony Fly), and 400 gold.
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Race HumanClass Wizard
Gender FemaleSession Date 8/26/2022
A human with pale skin, dark hair. Withdrawn and previously a sailor.
Nephis was... unsettling in a mad woman sort a way. She wasn't exactly the brightest and hardly worried about any danger around. Aelius and Selvarune worked together to set up a fake, ominous artifact and Nephis was eager to investigate.
It was a quick and easy kill, Selvarune swooping in and wrapping an arm around her throat, holding on tight until she was no longer moving.
He was able to loot Nephis' home for a good amount of items: a strange needle, a dark purple book, a cast iron pot, two bundles of Ashblossom, one Bloodroot, three Bundles of Nightshade, a Bundle of Deathbell, five unknown potions, two bone totems, a pair of engraved bone dice, a set of bone chimes, a carved bone statuette, two black pearls, and an assortment of small pearls, white, yellow, pink (seven total).
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Race Forest GnomeClass Sorcerer (Wild Magic)
Gender MaleSession Date 8/31/2022
A small, brunette. Pale skin with large ears. A traveling mage.
Oppleby was likely one of the biggest hassles Selvarune has had up until this point. The very recent loss of his companion didn't help his mood nor concentration either. During his attempts to find him, Selvarune met Petiare and she decided to stick around and assist. The man was constantly on the move and in a large city, making it difficult to track him down. When he did, the man fled instantly, noting Selvarune's ethereal form in the astral plane.
Eventually Selvarune gave up his chase, deciding to go for him at a ship on the docks, since Oppleby had scheduled a trip out with the captain earlier in the day. After arriving at the ship, Selvarune meditated, astral projecting and floating below deck, causing Oppleby to create a loud panic. Most of the crew thought the man simply crazy or drunk, until Oppleby's panicked magic summoned skeletons below deck. As the crew was distracted, Selvarune chased the man out towards the deck, where Petiare and Selvarune's body waited.
Petiare trapped the gnome, waiting for Selvarune to awaken. Back inside his body, Selvarune grabbed the loudly screaming Gnome, rushing away from the ship and out of the city, causing a great confusion as he ran. It wasn't until he was making his way out when a loud explosion occured back in the city. He ignored it for the moment, taking Oppleby away into the woods before choking the life out of the man.
The only noteable history about Oppleby that Selvarune could note was that he was on the run. From what, he wasn't sure
Selvarune looted his body and took: a satchel of gold and gems, a string of prayer beads with a strange aura, and an ornate corkscrew horn with a strang aura.
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Race Half ElfClass Sorcerer
Gender MaleSession Date 10/7/2022
A 44 year old Half-Elf with long wavy pink hair and pale skin.
Finding the man was a little tricky, with Selvarune's constantly declining mood. Most of the general locating was done by Petiare, who recieved a couple of clues by a spirit. Petiare did mention a few church goers mentioning the mans name and general mission, leading them to wait and set a trap for the man.
When the traveling cart and party of Daso Ater's arrived on the road, Selvarune made his move, attacking the cart and causing the horses to run away after being separated from the cart. After a few sneaky tricks, Selvarune takes one of the available guards down with a poisoned throwing knife, leaving he and Daso Ater.
Its a rough battle afterwards, Selvarune using a spell to restrain the Half-Elf. Selvarune is constantly getting a few hits in, but so was Daso, attempting to free himself and attacking Selvarune. Selvarune did his best to defeat the restrained man, becoming more and more frustrated as the battle went on. In the end, Selvarune's emotional state eventually snapped and he bit into the man, ripping his throat out. Filled with bloodlust, Selvarune ripped the man apart until Petiare eases him into a clearer state of mind.
From the encounter, Selvarune looted from the Daso, the guard, and the cart: a potion, a small satchel of 20 gold pieces, an icon of Daso's faith, a satchel of tea, a small glass case with metal pieces inside, and a cittern.
- 1 Darksteel set of throwing knives
- 1 Silver set of throwing knives
- Ceremonial electrum dagger
- Pair of engraved bone dice
- Teas: Peppermint (Blindness), Gunpowder Green (Hanahaki)
- Bundle of Ashblossom (x6)
- Bloodroot x1
- Bundle of Nightshade (x6) x2
- Bundle of Deathbell (x6)
- Small Satchel of Bonedust
- Small set of Sandalwood Incense
- Little Bag of Sand
- Philter of love
- Potion of growth
- 5 Unknown Potions
- Note Book
- Ink 10oz & Ink Pen
- 1x Parchment
- Carving Tools
- Leather book with skull atop
- Strange needle
- Atlas of Endless Horizons
- Satchel of Pearls
- Satchel of Pearl Skulls: Mozruth's Soul
- Wooden Drow Figurine
During their travels, Selvarune and Petiare stumbled upon an abandoned tower that they've set up as a home. As winter arrived, they cleaned it up and fixed the door to make the area liveable. Thanks to Petiare's (questionable) assistance, they had the supplies to build an animal pen and gardening area. Currently the tower has basic living supplies and acts as storage.
- Horse: Snowball
- White Calf: Ralphie
- Gargoyle (Hound): Nero
- Gargoyle (Scorpion): Millicent
- Carved bone statuette
- Figurine of Wonderous Power: Ebony Fly
- Scroll 9th level Druid spell: True Resurrection
- God Artifact: String of Prayer Beads
- Ornate corkscrew horn that has a similar strange aura
- 2 Ritual bone totems
- Cauldron of Rebirth
- Naga Skull
A small little harefolk. Has a troublesome tongue.
During an encounter where Selvarune murdered the merchant Aelius had seduced, they made a deal where Selvarune spared Aelius' life in return for his assitance. Aelius seduces while Selvarune murders his targets.
Aelius, because of his (stupidly) protective actions to save Selvarune, has died from a Lich's curse. Selvarune is emotionally distraught and working towards bringing him back.
After losing Aelius, Selvarune has had Petiare as an unexpected, but not unwelcome, party member.
He does often have suspicions on odd occurences and actions associated with Petiare; Explosions, Visions, Stolen Cows... But Selvarune is thankful for the company. Lately Petiare has been one of the few things keeping him level headed at times.
Once Selvarune had gained enough power to create a decent disguise, he wandered into town. While biding his time and mindlessly chatting with Mozruth, he began to fiddle with an odd little book in an herbalist shop.
After fiddling with the little book, a small body came over to swat at his fingers. It was clear it was their book. Perhaps he has a small companion now?
Eventually tracked down with Selvarune & Petiare's efforts for the task of collecting his soul. The two of them seem to have gotten along upon meeting despite the inconvenient travel interruption from Selvarune. Mozruth seems to be particularly interested by Selvarune and the two easily came to an exchange for Mozruth's soul.
Now linked to one another, Selvarune has learned more about him and it seems Mozruth is interested in learning more as well. Through spending time with Selvarune, of course.
With quite a bit of technical experimentation on their parts, Aelius and Selvarune made a small, weaker variant of the more powerful scrying spell. With this spell, Selvarune is able to see the world through specifically Aelius' eyes as long as he has a special trinket from Aelius. It is unable to be used on other beings until the two get back to the drawing board. For now it works as intended.
Along with the Reaper becoming his patron and granting him life and a few small gifts, he was gifted with a simple Astral Projection ability that he can use during his meditations to better find the targets his patron gives him. He is unable to cast spells, speak, or influence the world around him while he is projected.
Reaching outward, you summon a black tentacle from the void and can control the tentacle like an extended limb. You can choose to use it as an attack or as a utility.
When used as a Melee attack the target takes 2d6 necrotic damage, if successful. The tentacle can then attempt to restrain the target. The target must hit a strength saving throw of 15 to escape the tentacle's hold.
When used as a utility, you can use the tentacle to move or carry heavy objects, move medium sized creatures, grab items from out of arms reach, or use it to pull yourself across a certain distance.
At higher levels, you gain one extra tentacle for every other level (2nd, 4th,...) until reaching the maximum of 6 tentacles total (10th Level). Having one extra tentacle unlocks the ability to move large sized creatures.
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
*If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
* - (a bit of fleece)
You create up to four lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
Driders know the dancing lights cantrip. When reaching 3rd level, they can cast the faerie fire spell once with this trait and regain the ability to do so when finishing a long rest. At 5th level, they can cast the darkness spell once with this trait and regain the ability to do so when finishing a long rest. Charisma is the spellcasting ability for these spells.
* - (a bit of phosphorus or wychwood, or a glowworm)
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
* - (two lodestones)
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Whispering to the spirits of nature, you create one of the following effects within range:
- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
- You instantly light or snuff out a candle, a torch, or a small campfire.
Upon touch, you can turn a body into ash and tea leaves and store for later to make into a drinkable tea. No buffs from this tea and any items from the body are left in the ash.
Roll 1d20 to determine the type of tea. Roll to add effects based on corpse state/lingering energies.
* - a corpse
You can cast speak with animals at will, without expending a spell slot.
You can read all writing.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
* - which you take in response to being damaged by a creature within 60 feet of you that you can see
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
As you hold your hands with thumbs touching and fingers spread, a wave of dark, shrieking flames spread out in a cone of 40ft. Each creature in the cone must make a Dexterity saving throw. A target takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
At lower levels, the spirits of the flame are not fully tamed, leaving a decently high chance of the caster's allies to be caught in the attack. When it does hit allies, they must also roll a Dexterity throw. Upon success, they are not hit, upon failure, they take half as much damage.
At higher levels (10th+), the ghastly flames only burn what the caster chooses to burn, allies of the caster are immune to the flames' damage. When you cast this spell using a spell slot higher than 1st level, the damage increases by 1d8 for each slot.
This spell absorbs a dead body to heal the caster. Choose one corpse or more within range, this spell absorbs the flesh and meat from the corpse(s) and turns it into false life added to the caster's own life.
This spell scales depending on the amount of corpses and size of the corpses being absorbed. Small corpses or body parts heal for 1d4 each, Medium corpses heal for 1d6 each, and Large corpses heal for 1d8 each. Any HP over the caster's maximum is added as temporary hit points, maxing out at 20 points.
This spell can be used against undead with flesh, causing them to become disoriented and clumsy upon a successful hit due to the sudden change when becoming undead skeletons. Corpses absorbed by this spell leave behind bones, clothing, weapons, and trinkets.
At higher levels, you become experienced enough with the spell that you can manipulate who benefits from the spell, as well as increase range by a 5ft radius per level. At 5th level, you can redirect the health to an ally instead of the caster. At 11th level, you can split the health between the caster and/or one or more allies.
* - one or more corpses
Your hand emenates necrotic energy that allows you to slip your hand into a creature's flesh and drain it of it's life force. The target must succeed in a Constitution saving throw or take 2d8 necrotic damage.
This spell has no effect on undead or constructs.
At higher levels, damage increases when you reach 5th level (3d8 total), 11th level (4d8 total), and 17th level (5d8 total).
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
* - an eyelash encased in gum arabic)
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
* - (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You emit a soul-shattering wail. Every creature withing a 40-foot cone who hears the wail must make a Wisdom saving throw. Those that fail lose half of their remaining hit points and becomine frightened of you; turning to run in the opposite direction.
Of those who failed, one random target will be Marked for Death. They take twice as much damage per hit for 10 hours. Those that succeed their save throw take 1d8 cold damage as the wail rushes through them.
The caster takes 1d10 necrotic damage to cast the spell and cannot use their voice for 3 rounds. This spell can only be cast once and will only be available to use again after a long rest or the equivalent.
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
* - (a short piece of fine copper wire)
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
* - (diamonds worth 300 gp, which the spell consumes)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics).
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 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 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 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 corpse or pile of bones.
* - (a drop of blood, a piece of flesh, and a pinch of bone dust)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
* - (a bit of fleece)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
* - (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
* - (burning incense)
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
* - (a piece of cork)