Spike Growth
2nd-level Transmutation
- Casting time
- action
- Range
- 150 feet
- Duration
- Concentration, 10 minutes
- Components
- V, S, M (Seven sharp spines or seven twigs cut peak.)
- cleric
- druid
- ranger
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.
System Reference Document 5.1 · Creative Commons Attribution 4.0
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