After spending the casting time tracing magical pathways with gold, you touch a Huge or smaller construct or object. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 6. The target also gains the ability to speak one language you know. If the target is an object, it gains the ability to move its legs, drawers, doors and so forth. Your GM chooses statistics appropriate for the awakened object, such as those presented in the animate objects spell.
The awakened construct or object is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, the target's Intelligence score increases by 1 for each slot level above 5th.
* - (1,000 gp worth of gold, which the spell consumes)
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