You drive the power of corrupted Aurite into the earth, causing volatile veins to erupt in jagged, twisting formations of crystal, iron, and writhing ore-bound chains. These metallic and mineral appendages lash out in a 20-foot square on the ground that you can see within range. The area becomes difficult terrain for the duration, the ground humming with unstable energy.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d6 bludgeoning damage as the ore-laced tendrils slam and twist around it and is restrained for the duration.
A creature already restrained at the start of its turn automatically takes 3d6 bludgeoning damage again.
A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, freeing itself on a success.
* - (ore)
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