
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 at | Dice | Average | Range |
|---|---|---|---|
| 2nd slot | 5 | 2–8 |
The odds of 2d4
| Total | Chance |
|---|---|
| 4 or more | 81% |
| 5 or more | 63% |
| 7 or more | 19% |
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.
| Spell | Dice | Average |
|---|---|---|
| Scorching Ray | 6d6 | 21 |
| Mind Spike | 3d8 | 13.5 |
| Shatter | 3d8 | 13.5 |
| Moonbeam | 2d10 | 11 |
| Acid Arrow | 4d4 | 10 |
| Heat Metal | 2d8 | 9 |
| Phantasmal Force | 2d8 | 9 |
| Flaming Sphere | 2d6 | 7 |
| Shining Smite | 2d6 | 7 |
| Spike Growth | 2d4 | 5 |
| Web | 2d4 | 5 |
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.