Spike Growth
2nd-level, Transmutation
- Casting time: 1 Action
- Range: 150 feet
- Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
- Duration: Concentration, 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 transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Classes: Druid; Druid (Circle of the Land); Bard; Ranger; Cleric (Nature Domain); Warlock (The Genie)
Source: Player’s Handbook p. 277. Available in the SRD