- Casting time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (Seven sharp thorns or seven small twigs, each sharpened to a point)
- Duration
- Concentration, Up to 10 minutes
- School
- Transmutation
- Level
- 2
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.
Spike Growth in the 2024 rules
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
- Casting time
- Action
- Range
- 150 feet
- Components
- V, S, M (seven thorns)
- Duration
- Concentration, up to 10 minutes
- School
- Transmutation
- Level
- 2
- Classes
- Druid, Ranger
- Tags
- concentration
The ground in a 20-foot-radius Sphere centered on a point within range 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.