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<title>Spike Growth</title>
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<h1>Spike Growth</h1>
<ul>
<li><strong>Level</strong>: 2 Transmutation</li>
<li><strong>Classes</strong>: Cleric, Druid, Ranger</li>
<li><strong>Casting Time</strong>: 1 action</li>
<li><strong>Range</strong>: 150 feet</li>
<li><strong>Components</strong>: V, S, M (Seven sharp spines or seven twigs cut peak.)</li>
<li><strong>Duration</strong>: Concentration, up to 10 minutes</li>
<li><strong>Source</strong>: 5.1 SRD (D&amp;D 2014)</li>
</ul>
<p>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.</p>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/5.1_srd_(d&d_2014)/spike-growth.md">Markdown Format</a></p>
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