enchantment, magical
- Casting Time: 2 actions; Somatic and Verbal
- Range: 100 feet
- Target: up to 5 creatures
- Duration: 10 minutes
- Save: see text
Animals, plants, and weather in the area turn against the targets. Each target suffers from the following effects:
- Animals. Aggressive animals attack unpredictably then depart. At the start of its turn, each target rolls a Flat DC 8 check. On a failure, it is attacked by swarming creatures that deal a number of d6s slashing damage equal to half your Proficiency Score. The target can attempt a Reflex save. On a success the target takes half damage, on a failure the target takes full damage, and on a critical failure the target takes double damage. The target takes disadvantage to all attacks for a round on any result of the Reflex save other than a critical success.
- Connection. The target also loses any connection to nature or natural creatures. Any animal or plant creature becomes hostile to it, even a companion creature like an animal companion. The target also has to succeed at a Flat DC 5 check when casting any spells which are on the Primal Spell List, even if the caster draws from another Spell List.
- Plants. Vegetation springs up from every surface, inflicting the Entangled condition on the targets anytime they are adjacent to a plant or a surface of stone or earth.
The GM might determine that you cannot subject some creatures to the ire of nature. For example, a Primal Sourced Caster of your level or higher or an Avatar of Nature might be immune to these effects. Nature’s Enmity is on the Primal Spell List.