As two actions, you call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within 20 meters. The spirits cause trees, rocks, and grasses in a sphere that is twice as big as normal centered on that point to become animated until the spell ends.
Grasses and Undergrowth. Any area of ground in the sphere that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees. At the start of each of your turns, each of your enemies within 2 meters of any tree in the sphere must succeed on a Reflex saving throw or take 3d6 slashing damage from whipping branches.
Roots and Vines. At the start of each of your turns, a creature of your choice that is on the ground in the sphere must succeed on a Reflex saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Brawn check against your spell save DC, ending the effect on itself on a success.
Rocks. As an action, you can cause a loose rock in the sphere to launch at a creature you can see in the sphere. Make a ranged spell attack against the target.
On a hit, the target takes 3d8 bludgeoning damage, and it must succeed on a Reflex saving throw or fall prone.
If you miss by 4 or less, the target takes half as much damage.
You can increase the damage from trees by 1d6 and the damage from rocks by 2d8 for each additional mana or psi expended.