Level: Druid 8
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Medium (100 ft. + 10 ft./level)
Targets: One animal or tree/3 levels, no two of which are more than 30 ft. apart
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
After a full day of constant spellcasting, you finally succeed in bringing sentience to the subjects.
You awaken one or more trees or animals to humanlike sentience. All awakened creatures must be of the same kind. To succeed, you must make a Will save (DC 10 + the HD of the highest-HD target, or the HD the highest-HD tree has once awakened, whichever is greater). Failure indicates that the spell fails for all targets.
The awakened animal or tree is friendly toward you. You have no special empathy or connection with it, but it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that its Intelligence, Wisdom, and Charisma scores are all 3d6. Awakened plants gain the ability to move their limbs, roots, vines, creepers, and so forth, and they have senses similar to a human’s. They gain a land speed of 30 feet. An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD, and its type changes from animal to magical beast (augmented animal), which changes its HD from d8 to d10.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of its Intelligence bonus, if it has one. (See Improving Creatures for information on skills and feats the creature gains.)
Awakened plants and animals gain skill points and feats appropriate to their hit dice; skill points should total (2 + Intelligence modifier) × (new hit dice + 3).
XP Cost: 250 XP per creature awakened.
Source: Spell Compendium, page 21. Previously published in Complete Divine, page 151. Added land speed for awakened trees and notes on type and HD change for awakened animals. Added reminder to update skills and feats.