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Spike Growth 2014

2nd-level transmutation

Casting time
1 action
Range
150 feet
Components
V, S, M (Seven sharp spines or seven twigs cut peak.)
Duration
Concentration, up to 10 minutes
Damage
2d4 Piercing
Classes
Cleric, 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 development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details