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Spike Growth

Level 2 · Transmutation

  • Concentration
  • Damage
  • AOE

Spike Growth is a transmutation spell at level 2, sitting on the druid and ranger lists. Cast time: Action. Range 150 feet, components V/S/M, duration up to 10 minutes. Material: seven thorns. Marked concentration. Effect: The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.

Stat Block

Level
2
School
Transmutation
Casting Time
Action
Range / Area
150 feet (20-foot radius sphere)
Components
V, S, M
Duration
up to 10 minutes
Ritual
No
Concentration
Yes
Classes
Druid, Ranger
Material
seven thorns

Description

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.

5e (2014) vs 2024 changes

This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.

Doungim Lore

School Fit

Transmutation magic is the least flashy school and arguably the most powerful. A single Polymorph can decide a tier-3 fight by itself. Spike Growth sits in Transmutation because the spell rewrites a property of a body, an object, or terrain. At level 2, daily slot counts allow Spike Growth to be cast multiple times across the adventuring day.

Class Fit

  • Druid: Druid concentration is precious. Most Druids prep one big concentration spell and one non-concentration utility per day; Spike Growth fits one of those slots. Concentration is the binding cost — Spike Growth can't share a slot with another concentration spell.
  • Ranger: Rangers tend to pick Spike Growth when the campaign terrain matches the spell's strengths. Forest-heavy campaigns favor different spells than desert ones. At 150 feet, Spike Growth stays usable from the caster's typical positioning.

Tactical play (Doungim editorial)

Invisible 20-foot radius difficult terrain dealing 2d4 piercing per 5 feet of movement. Best when paired with a forced-movement spell (Eldritch Blast + Repelling Blast). Concentration.

Druid spellsRanger spellsTransmutation schoolLevel 2

Related Spells

Frequently Asked Questions about Spike Growth

What level spell is Spike Growth?
In D&D 5e, Spike Growth is classified as a level 2 spell of the Transmutation school. Available classes: Druid, Ranger.
How much damage does Spike Growth deal?
At base level, Spike Growth's damage is 2d4 (piercing).
What is the range of Spike Growth?
Spike Growth can target a point or creature within 150 feet of the caster.
Is Spike Growth a concentration spell?
Spike Growth is a concentration spell. Maximum duration is up to 10 minutes. The caster can only maintain one concentration spell at a time, and damage forces a Con save to keep it active.
What components and casting time does Spike Growth need?
To cast: Spike Growth is cast with V, S, M. Additionally, Material component: seven thorns.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/spike-growth. Point a phone camera at this code to open the Spike Growth page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.