Spike Growth
2nd level Transmutation
- Casting Time
- 1 Action
- Range
- 150 Feet
- Duration
- Concentration, up to 10 minutes
- Components
- V
- S
- M
- Materials Required
- Seven sharp thorns or seven small twigs, each sharpened to a point
Spell Description
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.
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|
Damage Dice | 2d4 | ||||||||
Min Damage | 2 | ||||||||
Average Damage | 5 | ||||||||
Max Damage | 8 |
Lvl | Dice | Min | Avg | Max |
---|---|---|---|---|
1st | ||||
2nd | 2d4 | 2 | 5 | 8 |
3rd | ||||
4th | ||||
5th | ||||
6th | ||||
7th | ||||
8th | ||||
9th |
Is Spike Growth Good?
Overall Rating: Green. This means that spike growth is a good spell.
Overall Notes: Moderately good crowd control or can be used to stage an ambush because it is camouflaged.