Spike Growth D&D 5th Edition 2nd Level Spell Guide

Spike Growth

  • Level: 2
  • Casting time: 1 Action
  • Range: 150 feet
  • Components: V, S, M
  • Duration: Concentration, up to 10 minutes
  • Ritual: No
  • Concentration: Yes
  • Save: None
  • Damage: None
  • Source: Players Handbook, Page no. 277

SPELLS OBJECT

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 case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

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