> **Casting Time:** Action
> **Range:** 120 feet
> **Components:** V, S
> **Duration:** [[Concentration]], up to 1 minute
You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot [[Cube]] centered on that point to become animated until the spell ends.
**Grasses and Undergrowth.** Any area of ground in the [[Cube]] that is covered by grass or undergrowth is [[Difficult Terrain]] for your enemies.
**Trees.** At the start of each of your turns, each of your enemies within 10 feet of any tree in the [[Cube]] must succeed on a DEX saving throw or take 4d6 Slashing damage from whipping branches.
**Roots and Vines.** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a STR saving throw or become [[Restrained]] until the spell ends. A [[Restrained]] creature can use an action to make a STR (Athletics) check against your spell save DC, ending the effect on itself on a success.
**Rocks.** As a Bonus Action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the [[Cube]]. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical Bludgeoning damage, and it must succeed on a STR saving throw or fall [[Prone]].
**Classes:** #Druid, #Ranger