/home/explore/spells/spike growth

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:
  • Druid

  • Ranger

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:

Transmutation

subclasses:
  • Lore

  • Land

© 2020 David Jones · uses the D&D 5th Edition API Database · source