Spike Growth
Level 2 transmutation spell from the D&D 5e SRD.
Spike Growth at a glance
- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M
- Duration
- Up to 10 minutes
- Concentration
- Yes
- Ritual
- No
- Classes
- Druid, Ranger
Description (SRD)
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 can make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Game facts from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC-BY-4.0.