Spike Growth 5E Spell

2nd-level transmutation

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
Duration: Concentration, up to 10 minutes

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

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