Awaken, Mass

Spell Compendium (Sc)Updated Supplementals (3.5)

Awaken, Mass is a D&D 3.5 spell (Transmutation) from Sc. On class lists for Druid (Level 8), Druid Variant (Level 8), Druidic Avenger (Level 8). Range or area: Medium (100 ft. + 10 ft./level); Saving throw: See text; Duration: Instantaneous; Casting time: 1 day.

School
Transmutation
Casting Time
1 day
Components
V, S, DF, XP
Range
Medium (100 ft. + 10 ft./level)
Target
One animal or tree/3 caster levels within 30 ft. of each other
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 specifi c tasks or endeavors if you communicate your desires to it.

An awakened tree has characteristics as if it were an animated object (MM 13), 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. An awakened animal has 3d6 Intelligence, a +1d3 bonus to Charisma, and +2 HD.

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 MM 290 for information on skills and feats the creature gains.)

XP Cost: 250 XP per creature awakened.