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Tilted view of a forest path where blue-grey spikes burst from the ground, piercing an armored attacker's boots as the ranger stands by with a bow.

Spike Growth

Level 2 · Transmutation · Cleric, Druid, Ranger

Damage
2d4 piercing
Range
150 ft
Cast
1 act
Duration
Conc · 10 min
Components
V · S · M

Description

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.

Spike Growth appears in System Reference Document 5.1. Text from the SRD 5.1 by Wizards of the Coast, CC BY 4.0.