# Spike Growth

- Level: 2 Transmutation
- Classes: Cleric, Druid, Ranger
- Casting Time: 1 action
- Range: 150 feet
- Components: V, S, M (Seven sharp spines or seven twigs cut peak.)
- Duration: Concentration, up to 10 minutes
- Source: 5.1 SRD (D&D 2014)

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.

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