Spike Growth

Spike Growth is a 2nd-level transmutation available to Cleric, 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 development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Mechanics

level:
2
range:
150 feet
ritual:
false
school:
Transmutation
classes:
Cleric, Druid, Ranger
duration:
Up to 10 minutes
casting time:
1 action
concentration:
true

Related entries

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6 same-category · 0 cross-category

Sources

  • 5e Core Rules·OGL-1.0a·© 5e Core Rules. OGL-1.0a. Via Open5e (open5e.com).
Last updated 6/19/2026·Tags: spell, transmutation, cleric, druid, ranger, concentration