Spike Growth
2nd-level · Transmutation
- Casting Time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (Seven sharp spines or seven twigs cut peak.)
- Duration
- Up to 10 minutes (concentration)
- Classes
- Cleric, Druid, Ranger
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.