SRD5:Spike Growth
Spike Growth is a spell in 5th edition.
5e Spell
Spike Growth [SRD5 OGL/CC-BY] [1]
2nd-level transmutation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes
Scales: No
Casters: 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 [2] 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.
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e) (2015.05.06). Wizards of the Coast. Licensed: OGL & CC-BY. ↑
- Rule Tip: You're a Creature. A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types. - UA 2020 Subclasses Part 3. ↑
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Spell data +
| Spell | Level | School | Casting | Range | VSM | VC | CC | Casters | Canon | Sources |
|---|---|---|---|---|---|---|---|---|---|---|
| Spike Growth | 2 | Transmutation | Action | 150 feet | V • S • M | Druid • Ranger | Yes | SRD-OGL v5.1 |
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