Spike Growth

Spike Growth

2nd-level transmutation · 2d4 Piercing damage, average 5

5 average Piercing damage · 2–8

Roll Spike Growth

Press a roll button. The dice land here.

Spell details

Level
2nd-level
School
Transmutation
Casting time
Action
Range
150 feet
Components
V, S, M (seven thorns)
Duration
Concentration, up to 10 minutes
Classes
Druid, Ranger

Spike Growth damage by level

Cast atDiceAverageRange
2nd slot52–8

The odds of 2d4

2: 6.25%3: 12.50%4: 18.75%5: 25.00%6: 18.75%7: 12.50%8: 6.25%
2chance of each total for 2d48
TotalChance
4 or more81%
5 or more63%
7 or more19%

Spike Growth against other 2nd-level damage spells

By average damage on one target, Spike Growth ranks 10th of 11 2nd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

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 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.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.