Files
5ead/spells/md/5e_core_rules/spike-growth.md
2025-06-07 07:58:30 -05:00

843 B

Spike Growth

  • Level: 2
  • Classes: Cleric, Druid, Ranger
  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (Seven sharp spines or seven twigs cut peak.)
  • Duration: Up to 10 minutes
  • Source: 5e Core Rules

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.