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Spike Growth

Transmutation
Level: 2nd-level
Casting Time: 1 action
Range: 150 feet
Duration: Up to 10 minutes
Components: V, S, M
Materials: Seven sharp spines or seven twigs cut peak.

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.

Concentration

Spell Details

School: Transmutation
Level: 2
Ritual: No
Concentration: Yes
Classes: Cleric, Druid, Ranger
A-Tier Exceptional battlefield control that punishes enemy movement and synergizes with forced movement effects.

Player Guide

Cast Spike Growth to create a persistent denial zone that forces enemies into difficult terrain and deals 2d4 damage per 5 feet of movement. Position it to funnel enemies toward your allies or away from objectives, leveraging the fact that enemies moving through must choose between taking damage or wasting actions. Combine with forced movement spells to maximize damage output while maintaining concentration.

DM Tips

Spike Growth damage applies once per 5-foot increment regardless of size; a Large creature takes damage for each 5-foot square it enters. Clarify whether flying enemies avoid damage entirely or only if they never touch ground within the area.