After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast, monstrosity, ooze, abberation, undead, humanoid or plant. The target must have either no Intelligence score or an Intelligence of 5 or less. The target gains an Intelligence of 12. The target also gains the ability to speak two languages you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, 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.
The awakened creature is charmed by you for 50 days or until you or your companions do anything harmful to it. When the charmed condition ends, roll a D20 + your Charisma modifier and poricencey bonus. If the roll is higher than the creature's CR, it is friendly towards you and your companions. If the rolls are equal, the creature is neutral towards you. If the roll is less than the creature's CR, It suddenly forgets who you and your companions are and is Frightened by you, cannot be tracked by any means, and has doubled movement speed for 1d4 days. It will run away to start a new life with its newfound sentience.
* - (an diamond worth at least 10,000 gp, which the spell consumes)
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