Spell
Spike Growth
Official reference · PHB · 2014
- Level
- 2
- School
- Transmutation
- Cast
- 1 action
- Range
- 150 feet
- Components
- V, S, M
- Duration
- Concentration, up to 10 minutes
- Concentration
- yes
- Ritual
- no
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes 3 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.