Spike Growth

2nd‐level transmutation

Casting Time:
1 action
Range:
150 feet
Components:
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration:
Concentration, up to 10 minutes

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.