dnd5e-obsidian/compendium/spells/spike-growth.md
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Initial Commit of 5e Data
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Spike Growth

Spike Growth

2nd-level, Transmutation

  • Casting time: 1 action
  • Range: 150 feet
  • Components: V, S, seven sharp thorns or seven small twigs, each sharpened to a point
  • Duration: Concentration, up to 10 minute

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.

Classes: Druid, Ranger

Source: SRD / Basic Rules