You conjure a pile of junk within range.Choose a 10 foot radius sphere; this sphere becomes filled with broken wood, knickknacks, ripped banners, and various bent metal pieces.
This area becomes difficult terrain. Creatures attempting to move through it must make a Strength check for every 5 feet that they wish to move; on a failure, a creature expends their movement but fails to move.
The pile gives half cover to creatures standing on opposite sides, and grants advantage to the Stealth check of any creature attempting to hide within or beside the pile.
If the pile would be dealt fire damage, it catches alight. It sheds bright light for 30 feet and dim light for an additional 30. Any creature attempting to move through the flaming clutter takes 7 (2d6) fire damage for every 10 feet of movement they expend trying to move through the clutter. If a creature is pushed into the clutter, they take 7 (2d6) fire damage for every 5 feet they move through the clutter.
Individual pieces of the clutter disappear one round after they are removed from the pile. The pile disappears after the spell ends.
As an action, a creature within 5 feet of the pile can make a DC 10 Intelligence (Investigation) check. On a success, they find a nicknack. Roll on the Trinkets table in the Player's Handbook; they procure the listed item. This item disappears when the spell ends.
* - (A feather that was once part of a feather duster)
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