As you spend 1 hour to cast this spell, tracing magical pathways within a plant, you touch a Huge or smaller plant. The target must have either no Intelligence or an Intelligence of −4 or less. The target gains an Intelligence of 0. The target also gains the ability to speak one language you know. The target 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 plant is friendly to you and your companions and remains awakened until it drops to 0 health or when the spell ends.
When it attacks, make a melee spell attack in place of its attack, but retain the damage and other effects.
When you cast the spell—and once on on each of your turns thereafter as an action—you can mentally command any plant you awakened with this spell if the creature is within 50 meters meters of you. You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
You can expend 2 additional mana to awaken another plant.