Spike Growth
2nd-level Transmutation
System Reference Document 5.2 (D&D 2024) · Content reviewed 2026-07-11
Spike Growth is a 2nd-level transmutation spell in D&D 5e (2024). The ground in a 20-foot-radius Sphere centered on a point within range 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…
- Casting Time
- 1 action
- Range
- 150 feet
- Components
- V, S, M (seven thorns)
- Duration
- Concentration, up to 10 minutes
- Damage Type
- Piercing
- Classes
- Druid, Ranger
The ground in a 20-foot-radius Sphere centered on a point within range 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Common questions
What level is Spike Growth?
Spike Growth is a 2nd-level transmutation spell in the 2024 D&D rules.
What is the casting time of Spike Growth?
Spike Growth has a casting time of 1 action, with a range of 150 feet.
Does Spike Growth require concentration?
Yes. Spike Growth requires concentration, lasting 10 minutes.