Spike Growth

A
Damage

Spike Growth is a Damage spell. Damage spells focus on dealing harm to enemies.

See all Damage spells →
spell that hides a patch of thorny ground, turning the area into
battlefield control

Spike Growth is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
and punishing movement.

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

The area changes from a 20-foot radius on the ground to a 20-foot-radius Sphere, and the concealment check changes: instead of a Wisdom (Perception) check when the spell is cast, a creature now has to take a Search action and succeed on a Wisdom (Perception or Survival) check to spot the hazard.

Spike Growth popularity

Spike Growth is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Spike Growth

  • 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.

  • 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.

  • 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.

  • 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.

  • Sleet Storm 3rd-level conjuration

    Creates a temporary hazardous area that interferes with movement and action economy, useful for controlling enemy positioning.