Spike Growth
- Level
- 2
- School
- Transmutation
- Concentration
- Yes
- Ritual
- No
- Casting Time
- 1 Action
- Duration
- 10 Minutes
- Range
- 150 ft
- Damage/Effect
- Control (...)
- Area
- sphere 20 ft
- Verbal Component
- Yes
- Somatic Component
- Yes
- Material Component
- Yes
- Source
- Players Handbook
- D&D Beyond Link
- www.dndbeyond.com/spells/Spike-Growth
- Spell Domain
- Natural
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 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.