Spell · Level 2 · 2024 rules

Spike Growth

Level 2 Transmutation

  • Casting Time: Action
  • Range: 150 feet
  • Components: V, S, M (seven thorns)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger

The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes Piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.

Tip: click any dice or bonus to roll it. Shift-click rolls with advantage.

From the System Reference Document 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. Credits