SPIKE GROWTH

Transmutation Level 2

STANDARD

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 10 minutes

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 transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Components. Seven sharp thorns or seven small twigs, each sharpened to a point.

Spell Variants & Exotic Components – level 2
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SPELL VARIANT #1

Casting Time 1 action
Range 150 feet
Components V, S, M
Duration Concentration, up to 10 minutes

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 and, if the target does not succeed a Constitution saving throw it suffers 1 point of constitution drain in addition to normal piercing damage. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Components. Flower of Vampire Rose.