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: