Spike Growth
2nd-level, Transmutation
- Casting time: 1 Action
- Range: 150 feet
- Components: V, S, M (seven thorns)
- Duration: Concentration, up to 10 minutes
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 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 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.
References:
- Cleric (Nature Domain)
- Druid (Circle of the Land, Arctic)
- Bard (Magical Secrets)
- Warlock (The Genie, Dao)
- Ranger
- Necromancer (Corpse Florist)
- Martyr (Burden of Rebirth)
- Bard
- Druid
- Warlock (The Genie, Dao)
- Bard (College of Lore)
- Druid (Circle of the Land, Arctic)
- Cleric (Nature Domain)
Sources
Player’s Handbook (2024) p. 319. Available in the SRD and the Free Rules (2024)