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.

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Portions of this product include material from the Systems Reference Document 5.2 and are licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.

Licensed under Creative Commons Attribution 4.0 International (CC-BY-4.0).