Spike Growth
Spike Growth is a 2nd-level transmutation spell that druids and rangers can learn.
SRD 5.1 (2014)
Spike Growth
- Level
- 2
- School
- transmutation
- Casting
- an action
- Range
- 150 feet
- Components
- V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
- Area
- a 20-foot-radius sphere
- Lasts
- 10 minutes
- Concentration
- yes
- Classes
- Druid, Ranger
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.
SRD 5.2.1 (2024)
Spike Growth
- Level
- 2
- School
- transmutation
- Casting
- an action
- Range
- 150 feet
- Components
- V, S, M (seven thorns)
- Area
- a 20-foot-radius sphere
- Lasts
- 10 minutes
- Concentration
- yes
- 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 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.
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