A 20 foot cube of your choice erupts with large, multi-colored coral growths and becomes Difficult Terrain for 10 minutes. Any objects that are not worn or carried are stuck inside of the coral and require an action to remove it. To do so, the creature must succeed a Strength check with a DC 10+ the level of spell slot used in the casting of this spell.
Creatures that are in the 20 foot cube when the spell is cast must succeed a Strength saving throw or have rampant growths of spiny and bulbous coral grow on their body. While the target is coated in coral, their speed is halved and they take 1d8 Piercing damage for every 5 feet they move. The creature may take an action to remove the coral from their body but must succeed a Strength check.
If you cast this spell in an area that is submerged in seawater, the area of effect is increased by 10 feet.
At Higher Levels: When you cast this spell using a spell slot higher than 4th level, the area of effect is increased by 10 feet per spell level above 3rd level.
* - (piece of coral)
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