The ground in a 70-foot radius centered on a point within range twists and sprouts undead skeletal hands and rotting animals, the ground itself becoming withered and broken. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 8D8 necrotic and 5D6 psychic damage for every 10 feet it travels.
Any creature that starts its turn in the area must make an Intelligence saving throw. On a success, they just take damage from the spell. On a fail, they are frightened of you for two rounds. Afterwards, they can repeat the saving throw with disadvantage. If the saving throw fails by 5 or more, the target instead takes 6D6 necrotic damage. If the target dies when reduced to 0 hit points by this effect, all creatures within 30 feet of that target takes half of the damage from the effect that killed the previous target.
The transformation of the ground looks completely natural to anyone not in the spell's radius. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
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