2nd-level transmutation
Centered on a point you choose within range, dim light or darkness in a 20-foot-radius sphere becomes a mass of animated, grasping shadows. For the duration of this spell, the area becomes difficult terrain. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature is restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself. Until the spell ends, you can use a bonus action on each of your turns to cause 3d8 bludgeoning damage to one creature restrained by this spell.
If the area becomes illuminated with bright light, the spell ends.