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.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
You can expend 2 additional mana to awaken another plant.