Spike Growth
2024 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S, M (seven thorns)
- Duration
- Concentration, up to 10 minutes
- 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.
2014 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
- Duration
- Concentration, 10 minutes
- Classes
- Druid, Ranger
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.
Spike Growth 5.5e 2024 vs. 5e 2014 edition differences
Spike Growth popularity
How popular is Spike Growth? It is a commonly found spell in the game, and is often chosen over other options when available. This spell is a reliable addition to any spellbook.
- Top 25% picked level 2 Ranger spell
- Top 50% picked level 2 Druid spell
- Top 50% of all 5e spells
- Top 50% of all level 2 spells
Spells similar to Spike Growth
Wall of Thorns 6th-level conjuration
A higher-level version that turns terrain into damaging, thorny obstacles, offering the same idea scaled up in power and duration.
Players prefer Spike Growth over Wall of Thorns
Cordon of Arrows 2nd-level transmutation
Sets up a persistent, location-based hazard that damages creatures who enter the space, mirroring Spike Growth's ‘damage on entry’ mechanic.
Players prefer Spike Growth over Cordon of Arrows
Entangle 1st-level conjuration
Creates a natural, plant-based area that hampers movement and is a low-level druid/ranger option for shaping the battlefield.
Players prefer Spike Growth over Entangle
Web 2nd-level conjuration
Produces a sticky area that restricts movement and lasts with concentration, making it a tactical terrain-control spell similar in use.
Players prefer Spike Growth over Web
Sleet Storm 3rd-level conjuration
Creates a temporary hazardous area that interferes with movement and action economy, useful for controlling enemy positioning.
Players prefer Spike Growth over Sleet Storm