Spike Growth
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) opposite the DD backup your fate or it does not recognize the dangerous nature of the ground before entering.
- area of effect:
- size:
20
- type:
cylinder
- casting time:
1 action
- classes:
- components:
V
S
M
- concentration:
true
- duration:
Up to 10 minutes
- level:
2
- material:
Seven sharp spines or seven twigs cut peak.
- range:
150 feet
- school:
- subclasses: