Nature's Enmity

Rank 9CommonprimalRemaster
Range120 feet
Area500-foot burst
Targetup to 5 creatures
Duration10 minutes
DefenseReflex

Animals, plants, and fungi in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area.

  • Vegetation springs up from every surface, giving each target a –10-foot circumstance penalty to its Speed any time it's adjacent to the plants and fungi.
  • Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat. On a failure, it's attacked by creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save and is Off-Guard for 1 round on any outcome other than a critical success.
  • The target loses any connection to nature or natural creatures. The target must succeed at a DC 5 flat when casting any primal spell or the spell fails. Furthermore, animal, fungus, and plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion.

The GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.

Traits

Concentrate

An action with this trait requires a degree of mental concentration and discipline.

Manipulate

You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Wood

Effects with the wood trait conjure or manipulate wood. Those that manipulate wood have no effect in an area without wood. Creatures with this trait consist primarily of wood or have a connection to magical wood.