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Spike Growth

Level2SchoolTransmutation

Level 2 · Transmutation

  • Casting time: Action
  • Range: 150 feet
  • Components: V, S, M (seven thorns)
  • Duration: Concentration, up to 10 minutes
  • Classes: Druid, Ranger
  • Damage type: Piercing

Spell effect

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.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 318

Open the original rulebook — PDF page 318 — source PDF is not included in this player reference.