Spike Growth is a level 2 transmutation spell. It allows spellcasters to transform an area of land into a hazardous spiky terrain. Creatures walking through the area have their speed halved and take Piercing damage.
Description
Shape a piece of ground into hard spikes. A creature walking on the spikes takes 2d4 damage for every 1.5 m / 5 ft it moves.
Properties
- Cost
Action +
Level 2 Spell Slot
- Damage: 2~8
- Details
Range: 18 m / 60 ft
Creates Area: Spikes

2d4 (Per 1.5 m / 5 ft moved)
At higher levels
Casting this spell at a higher level grants no additional benefit.
Area: Spikes

Duration: 100 turns
AoE: 6 m / 20 ft (Radius)
Type: Surface
Condition: Spike Growth
Condition: Difficult Terrain
- Movement Speed halved
How to learn
Classes:
- Class level 3: Druid, Nature Domain (Domain Spell), and Circle of the Land (Arctic or Mountain)
- Class level 5: Ranger
- Class level 6: College of Lore (via Magical Secrets)
- Class level 10: Bard (via Magical Secrets)
Notes
- This spell requires concentration spell like will remove the surface. ; casting other
- Damage from this spell is negated by
- Other forms of Difficult Terrain immunity such as , while allowing full movement, do not prevent damage while traversing this spell's area.
. Circle of the Land druids, Wildheart barbarians, and rangers are able to navigate Spike Growth completely unimpeded once they acquire this hidden feature at levels 6 and 8 respectively.
Bugs
- The level 4 version of this spell incorrectly uses a level 3 spell slot.