Spike Growth

  • 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.

Spike Growth 5e 2024 vs. 2014 edition differences

The 2024 version specifies "up to 10 minutes" duration, allowing for potential shorter durations; the 2014 version states a fixed 10 minutes. The 2024 version describes the area as a "20-foot-radius Sphere," whereas the 2014 version states a "20-foot radius" with no shape specified. The recognition check in 2024 requires a Search action and success on either Wisdom (Perception or Survival), whereas the 2014 version only mentions a Wisdom (Perception) check. Damage, range, and effect mechanics remain the same.