Spell 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 can make a Wisdom (Perciption) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spike Growth 5e Stats
- Range: 150 feet
- Components: V, S, M
- Material: Seven sharp thorns or seven small twigs, each sharpened to a point.
- Duration: Up to 10 minutes
- Concentration: true
- Casting Time: 1 action
- Level: 2
- Area of Effect: 20, cylinder
- School: Transmutation
- Classes: Druid, Ranger
- Subclasses: Lore, Land
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.