Conjure Spirit

4th-level Necromancy

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M

Duration: Concentration, up to 1 hour

You summon forth a departed spirit from the Shadowfell that takes the form of a humanoid of challenge rating 1 or lower. The spirit has the undead type and is immune to cold, necrotic, and poison damage, as well as the charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions. It has resistance against bludgeoning, piercing, and slashing damage from nonmagical weapons. It can move through other creatures and objects as if they were difficult terrain, and takes 5 damage if it ends its turn inside an object.

The spirit appears in an unoccupied space that you can see within range. The spirit disappears when it drops to 0 hit points or when the spell ends.

The spirit is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the spirit doesn’t disappear. Instead, you lose control of the spirit, it becomes hostile to you and your companions, and it might attack. An uncontrolled spirit can’t be dismissed by you, and it disappears 1 hour after you summoned it.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.