Spike Growth 5E Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out the 71st episode of our second level spell series. Today we’re going to be taking a look at quite arguably the most overpowered second level spell in the game depending on kind i go about ruling it. Maybe with the exception of phantasmal force but that is to be taken on a case-by-case basis.

Today we’re looking at d&d 5e spike growth spell which sounds relatively unassuming. It is usable by the druid and the ranger which is how you know it’s gonna be great and drew it in range of access to some of the most flavorful spells in the game and it is found in the good old players handbook. Now without further ado let’s actually take a look at these mechanics and break down exactly how the spell works.


  • 2nd-level transmutation
  • Damage: 2d4 per 5ft of movement
  • Casting Time: 1 action
  • Range: 150 feet (20ft radius)
  • Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  • Duration: Concentration, up to 10 minutes
  • School: Transmutation
  • Damage Type: Piercing

So get this, the damage is 2d4 per 5 ft of movement while within the spells area of effect. That’s pretty nuts. Your cast time is one action, the range is an insane 150 feet and the radius is a more than impressive 20 feet. The duration is 10 minutes and sadly it is concentration but all things considered it’s great.

The components are the holy trinity so somatic, material and verbal. If you’re curious about that material component it is seven sharp thorns or seven small twigs each sharpened to a point and the school is transmutation and the damage type is piercing which is technically considered magical by the way just so everyone’s on the same page about that.

The effect at a glance is as followed: Create an area of thorns, that deals damage and becomes difficult terrain. A creature can make a perception check to spot the disguised terrain. Now let’s take a quick moment here and look at the full description and better flesh out this spell.


One of the particular grounds which is within a 20-foot radius centered on the specific point which is within a particular range twists and even can sprouts hard spikes and also thorns. The are can also becomes most difficult terrain for a specific duration. Whenever the creature will move into or else within the area, that it takes 2d4 piercing damage for each and every 5 feet that it normally travels.

Read also: conjure elemental 5e spell

The transformation of a ground has been camouflaged for being looking natural. Also any kind of creatures which is unable to see an area at the time the spell is case should make a Wisdom (Perception) check which is almost against to your spell save DC for recognizing the terrain like the hazardous before allowing to enter it.

Spell Lists: Druid, Ranger

Needless to say super incredible. So if a person weren’t through essentially just dead sprint through the whole twenty feet or the whole 20 foot radius rather you’d be looking at 8d4 piercing damage which is pretty incredible. There is an argument to be made for whether or not forced movement procs this effect.

I personally would roll against it, not so much because of anything the wording seems to imply but more so because typically it doesn’t also it would make the spell way too overpowered if it did.

For example you could just use a cantrip like something like infestation and just cause the person to run around in there. And potentially just kill them that way however logically it does make sense that it would have like damage.

So i don’t know ask your DM about it see what they think, one of the best things about this spell is it is camouflaged which makes it an ideal trap and then to be honest perception checks are kind of weird because there’s an argument to be made that a person wouldn’t always be actively perceiving everything.

So as long as your spells save DC was above their passive perception. I would think that i would go fairly unnoticed for the most part. In any case let’s take a quick look at some alternative uses here and see exactly we can come up with.

Alternative Uses

So i think one of the best ways to use this is to be used to take down multiple enemies especially at early levels the spell is quite frankly just overpowered and underrated. You could essentially wipe out a whole horde of goblins with this a relatively little problem. Another great way to use this is casting it an enemy’s kind of camp before you rate it.

This is probably best at a night when they’re all gonna be sleeping in their tents or huts or what have you and then as soon as they run out they take immense damage. I think that’s pretty cool. Also if you want to use it as a trap in some sort of maze labyrinth or something else like that maybe even a pit trap this would be a great way to use it as well.


That being said! If you have any alternative uses, ideas, thoughts, comments, concerns please put it down beneath in the comment section. Thank you so much everyone, i hope you all have a great day and as always happy casting.

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