You raise your arms and the spell component turns ethereal and dives into the earth. Skeletal arms begin to crawl their way from beneath the ground in up to a 30-foot cube within range. If the ground in that area is loose earth or stone, it becomes difficult terrain for the duration. Each time a creatures starts its turn in the area or moves into or within the area for the first time, it must succeed on a Dexterity saving throw or be grappled. A creature grappled by this spell takes 2d6 necrotic damage at the start of each of their turns, as the undead limbs begin to tear away its life force. At the end of a grappled creature's turn, it can make a Strength (Athletics) check contested by your spell save DC to break the grapple. Any creature that can reach a grappled target can use its action to attempt to break that target's grapple by succeeding on a Strength (Athletics) check against your spell save DC. The skeletal arms do not target creatures which appear undead to divination magic or are 5 feet above the ground.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (1 humanoid arm detached from a body for over 24 hours (consumed))
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