# Wrath of Nature > [!info] Spell Details > | | | > |---|---| > | **Level** | 5th | > | **School** | [[Evocation]] | > | **Casting Time** | 1 Action | > | **Range** | 120 feet | > | **Components** | V, S | > | **Duration** | Concentration, up to 1 minute | > | **Classes** | Druid, Ranger | --- ## Description 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 Dexterity 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 Strength saving throw or become **restrained** until the spell ends. A restrained creature can use an action to make a Strength (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 Strength saving throw or fall **prone**. --- ## At Higher Levels This spell does not have an upcast effect.