You thrust your hands into the earth, causing a ring of jagged spikes to erupt from the ground at a point within range. Each creature in a 15-foot radius centered on that point must make a Dexterity saving throw.
On a failed save, a creature takes 2d8 piercing damage and begins bleeding. At the end of each of its turns, the bleeding creature must make a Constitution saving throw. On a failed save, it takes 1d8 necrotic damage. The bleeding ends if the creature succeeds on its saving throw or receives magical healing.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial piercing damage increases by 1d8 for each slot level above 2nd, and the necrotic damage from bleeding increases by 1d8 for each slot level above 2nd.
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