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 and 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.
Briefly become one with nature and gain knowledge of surrounding territory. Outdoors, the spell gives knowledge of the land within 3 miles. In caves and other natural underground settings, radius is limited to 300 feet. Spell doesn't function where nature has been replaced by construction—ex: in dungeons, towns.
Instantly gain knowledge: up to three facts of your choice about any of the following subjects, as they relate to the area:
• terrain and bodies of water
• prevalent plants, minerals, animals, peoples
• powerful celestials, fey, fiends, elementals, undead
• influence from other planes of existence
• buildings
For example, you could determine: the location of powerful undead in the area
Place a magical command on a creature you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose—short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. Remove curse, greater restoration, or wish spells also end it.
At Higher Levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21 Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high. 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling, lightfoot. 69-76 Halfling, stout. 77-96 Human. 97-00 Tiefling.
The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability once per round for the duration. You must end each turn outside a tree.
Rouse nature spirits against enemies. Choose visible point within range. Spirits animate trees, rocks, grasses in 60-foot cube centered on that point until spell ends.
Grasses and Undergrowth: Any ground in the cube covered by grass or undergrowth is difficult terrain for enemies.
Trees: At start of your turns, each enemy within 10ft of any tree in area must succeed on DEX saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines: At end of your turns, one creature of choice on ground in area must succeed on STR saving throw or become restrained until spell ends. Restrained creature can use action to make STR (Athletics) check against spell save DC, ending the effect on a success.
Rocks: As bonus action on your turn, may cause a loose rock in area to launch at a visible creature in area. Make ranged spell attack—on hit, target takes 3d8 nonmagical bludgeoning damage, must succeed on a STR saving throw or fall prone.