After spending the casting time tracing magical pathways within a dark gemstone, you touch a Large or smaller undead. The undead must not be considered intelligent, such as a wight. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the creature lacks eyes, they are replaced with glowing points of light which serve the same function. The creature does not retain its personality and instead adopts a new one, the details of which are explained later in this spell. The awakened undead is under your control for a day only if it was under control, after which you must use whatever method you used to maintain control of the undead previously.
Your intelligent undead's alignment and personality depend on a number of factors according to your DM. The undead's alignment will almost always be evil, unless special circumstances dictate otherwise. Its tendency towards law or chaos varies upon the type of undead, your alignment, the alignment the raised creature had when alive, or any factors your DM deems appropriate. The undead's personality can be partially shaped by you, but only to a certain degree within the confines of the type of undead it is and its alignment.
Creating intelligent undead is considered among the most taboo practices of magic, only surpassed by processes such as lichdom or enslaving a soul. Good characters rarely if ever create intelligent undead.
* - ((an item that resonates with necromantic energy; at least a pound of brain matter and a black agate worth at least 1,000 gp, both of which the spell consumes) )
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