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Spikes rise from the ground in a 50-foot cube centered on a space you can see within range. Each creature in the area must make a Dexterity saving throw, taking 15d12 piercing damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also restrained by rock until the spell ends or it frees itself by taking an action to make a Strength (Athletics) check against your spell save DC and succeeding. The area is also difficult terrain until the spell ends.
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