By spending time tracing the multiple, magical pathways within a precious gem, the caster then touches a Huge or smaller animated creature, beast, or plant, including those risen through necromancy, and the target must have either no Intelligence score or an Intelligence of 3 or less. The target then immediately gains an Intelligence of 10 and also gains the ability to speak one language known by the caster.
If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, gaining a movement speed of 10, and it gains senses similar to a human's. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
Anything thus targeted is charmed by you for 30 days. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it in the past 30 days.
* - (an agate worth at least 10,000 gp, which the spell consumes)
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