Spike Growth

Magic | Cleric Spells | Ranger Spells

2nd-­level transmutation

Casting Time: 1 action
Range: 100 feet
Duration: 10 minutes

The ground in a 20-­‐foot radius (4×4) 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 through 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 cannot see the area of the spell at the time the spell is cast must make a Wisdom check to spot against the spell’s saving throw DC to recognize the terrain as hazardous.

Spike Growth

Making Port O'nor DM_Eric