Deities | Beasts (Polymorph/Familiars) | Feats | Magic Items | Spells | Spell Cards | Tables
Dungeons & Dragons 5e Spell


Spike Growth

Level 2 •

Casting Time: 1 action
Range: 150 ft (20 ft
Components: V, S, M
Duration: Concentration
, up to 10 minutes
Damage Type: Piercing

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.
Material Component: seven sharp thorns or seven small twigs, each sharpened to a point
Verbal Component: Facera Spina Crescere
Verbal Component (Alternative): Nature spring forth, vines twist and grow, thorns and spikes, to wrap and slow.

Classes: Druid, Ranger

Domain: Nature

Tags: Damage

Source: Player's Handbook [5th Edition] (page 277)

View Spike Growth Spell Card (New Window? )

Return to Previous Page