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.
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.