Spike Growth¶
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.