After the player character has gained access into the Wyrm's Crossing (whichever way available) and took a long rest, Mîran treats the party as other citizens eligible to cross the checkpoint in any direction.
Your attack summons thorny vines that possibly Ensnare your target.
Ensnared creatures cannot move and take 1d6Piercing damage at the start of each turn. An ally can use their Help action to try and tear away the vines.