You unleash absolute arcane command over the living power of the land. The ground splits into lattices of pulsing roots, thorned walls, and blooming stone-veined flora that obey your will.
When you cast this spell, choose any number of creatures within the area. Each makes a Constitution saving throw. On a failed save, a creature takes 10d12 nature damage (you choose bludgeoning, piercing, acid, or necrotic damage when you cast the spell) and is restrained. On a successful save, a creature takes half damage and is not restrained. A restrained creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC, ending the restraint on a success.
At the start of each of your turns while the spell persists, choose two of the following effects:
• Rootbind: Up to three creatures must succeed on a Strength saving throw or become restrained by roots. Creatures already restrained by this effect take 5d8 nature damage at the start of their turns.
• Arcane Bloom: Up to six allies you can see gain 20 temporary hit points and advantage on saving throws until the start of your next turn, and ignore all difficult terrain.
• Thornwhelm: Attacks with ranged or thrown weapons against your allies in the area have disadvantage until the start of your next turn.
• Metabolize Harm: Up to three allies end one of the following effects: poisoned, diseased, charmed, frightened, cursed, or any ongoing damage effect.
• Catalytic Rupture: A 30-foot cube of ground you can see erupts violently. Creatures inside make a Dexterity saving throw, taking 10d6 nature damage on a failed save, or half damage on a success, and are knocked prone on a failed save.
For 24 hours after the spell ends, the terrain remains magically altered. Allies ignore difficult terrain and can move through natural plant matter as if it were difficult terrain. Enemies have their movement speed halved while moving on natural terrain and cannot take the Dash action inside the altered area.
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