As two actions, you manipulate matter in a sphere on the ground that you can see within 20 meters, causing wood, metal, grasses, bushes, and branches to entwine creatures. For the duration, these debris turn the ground in the area into difficult terrain.
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw. A creature that starts its turn in the area and is already restrained by the debris takes 2d6 bludgeoning damage.
On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
On a success, the target is freed.
When the spell ends, the debris return to their former state.
You can increase the damage by 1d6 for each additional mana expended.