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Spike Growth

5e

5e Level 2 · Transmutation
Level2
SchoolTransmutation
ClassesCleric, Druid, Ranger
Casting time1 action
Range150 feet
ComponentsV, S, M (Seven sharp spines or seven twigs cut peak)
DurationConcentration, up to 10 minutes

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Source: SRD 5.1. Attribution: System Reference Document 5.1, Wizards of the Coast, CC-BY-4.0. License: CC-BY-4.0.