Spike Growth
2024 Rules
- Level & School
- 2nd-level transmutation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S, M (seven thorns)
- Duration
- Concentration, 10 minutes
- Classes
- Druid, Ranger
- Source
- Player's Handbook (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 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
- Source
- Player's Handbook (2014)
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 chosen above nearly all other options when available. This spell is a widely sought-after option.
- #2 picked level 2 Ranger spell
- #3 picked level 2 Druid spell
- Top 25% of all 5e spells
- Top 50% of all level 2 spells
Read about how this popularity data is calculated.
Spells similar to Spike Growth
Wall of Thorns 6th-level conjuration
Both use persistent thorn-filled terrain to punish movement, with piercing damage and concentration-based battlefield control.
Players prefer Wall of Thorns over Spike Growth
Call Lightning 3rd-level conjuration
This is another concentration spell that delivers repeated damage across a sustained area, especially appealing to druids.
Players prefer Call Lightning over Spike Growth
Plant Growth 3rd-level transmutation
The spell reshapes a broad natural area to hinder movement and overlaps strongly in theme, classes, and battlefield application.
Players prefer Spike Growth over Plant Growth
Insect Plague 5th-level conjuration
It creates a long-lasting area of recurring piercing damage and shares the druid and ranger lists.
Players prefer Spike Growth over Insect Plague
Cloud of Daggers 2nd-level conjuration
Its stationary area repeatedly damages creatures that enter or remain in a dangerous zone while requiring concentration.
Players prefer Spike Growth over Cloud of Daggers
Flaming Sphere 2nd-level conjuration
A moving damaging hazard lets the caster shape enemy movement over several rounds at the same spell level.
Players prefer Spike Growth over Flaming Sphere