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.
Spike Growth appears in System Reference Document 5.1. Text from the SRD 5.1 by Wizards of the Coast, CC BY 4.0.
Control 2nd · Transmutation
Spike Growth
Cast
1 action
Range
150 ft
Duration
10 min
Save
None
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.
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Control 2nd · Transmutation
Spike Growth
Cast
1 action
Range
150 ft
Duration
10 min
Save
None
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.
# Spike Growth
*2nd-level Transmutation*
- **Casting time:** 1 act
- **Range:** 150 ft
- **Components:** V, S, M (Seven sharp spines or seven twigs cut peak.)
- **Duration:** 10 min (concentration)
- **Role:** Control
- **Source:** System Reference Document 5.1
## Card summary
**Area.** 20 ft radius centered on a point within 150 ft
**Effect.** 2d4 piercing per 5 ft moved into or within. Difficult terrain.
**Extras.** Hidden. Creatures that cannot see it need a Perception check vs your DC.
## 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 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.