- Casting Time
- 1 Action
- 150 Feet
- Concentration, up to 10 minutes
- Materials Required
- Seven sharp thorns or seven small twigs, each sharpened to a point
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.
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.