Welcome traveler, to Illinor, a land where the very air hums with forgotten magic and whispers of untold mysteries dance on the wind. Venture forth, for Illinor awaits, where adventure lurks around every bend, promising glory, danger, and the chance to write your name into the very fabric of legend. But tread carefully, for not all magic is benign, and the secrets of Illinor are fiercely guarded.
Played | 3 times |
Cloned | 0 times |
Created | 24 days ago |
Last Updated | 20 days ago |
Visibility | Public |

Description
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language 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 DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Level | 5 |
Range | 1 |