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Spike Growth 5e

Level 2 Transmutation

Spike Growth is a level 2 transmutation spell in D&D 5e. Casting time: 1 action, range: 150 feet, duration: Concentration, up to 10 minutes. Available to Druid, Ranger.

Casting Time

1 action

Range

150 feet

Duration

Concentration, up to 10 minutes

Components

V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

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.

Material Components seven sharp thorns or seven small twigs, each sharpened to a point
Classes Druid, Ranger

Spellcasting & Tactical Insights

Action Economy

Standard Action • Primary turn investment.

Concentration

Requires Concentration (taking damage triggers DC 10 / half-damage Con saves).

School Role

Transmutation: Alters properties of physical matter or creatures. Provides flexible buffs, environmental reshaping, and mobility.

Frequently Asked Questions

What level spell is Spike Growth and what school does it belong to?

Spike Growth is a Level 2 spell belonging to the school of Transmutation in D&D 5e.

What are the casting time, range, and duration of Spike Growth?

Spike Growth has a casting time of 1 action, range of 150 feet, and duration of Concentration, up to 10 minutes.

Does Spike Growth require concentration or ritual casting?

Yes, Spike Growth requires Concentration. It cannot be cast as a ritual.

Use Spike Growth in your campaign

Dungeon Manager lets you add Spike Growth to your characters, reference it during sessions, and track spell slots across encounters — all free.