{"name":"Nature's Enmity","level":"9","school":"Enchantment","traits":"Primal","tradition_arcane":"0","tradition_divine":"0","tradition_occult":"0","tradition_primal":"1","component_material":"0","component_somatic":"1","component_verbal":"1","component_focus":"0","cast":"2 actions","range":"500 ft area","target":"Up to 5 creatures","duration":"10 Minutes","saving_throw":"","description":"Animals and plants in the area turn against the targets. Each target suffers from the following effects as long as it remains in the area.\r\n[ul][li]Vegetation springs up from every surface, giving each target a \u201310-foot circumstance penalty to its Speed any time it's adjacent to the plants.[\/li]\r\n[li]Aggressive animals attack unpredictably. At the start of its turn, each target rolls a DC 8 flat check. On a failure, it's attacked by swarming creatures that deal 2d10 slashing damage. The target attempts a basic Reflex save, and it is flat-footed for 1 round on any outcome other than a critical success.[\/li]\r\n[li]The target loses any connection to nature or natural creatures. The target has to succeed at a DC 5 flat check when casting any primal spell or the spell fails. Furthermore, animal or plant creatures become hostile to it, even one with a strong bond to the target, such as an animal companion.[\/li]\r\nThe GM might decide that you can't subject some creatures, such as an emissary of a nature deity, to the ire of nature.","jsondata":"","tags":"Pathfinder 2e, Spell, Primal, Enchantment, Core","isShared":"on","templateId":"4003","blockId":"539068","world":"f10ab956-7990-4a3e-8e28-6ffb37472cda","folder":""}