Spike Growth

From Player's Handbook, page 277.

Description
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

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.

Learned By

 * Classes: Druid, Ranger
 * Subclasses: Cleric (Nature Domain), Druid (Circle of the Land (Arctic)), Druid (Circle of the Land (Mountain)), Sorcerer (Giant Soul (Stone Giant)), Warlock (The Genie (Dao)), Mage of Quandrix (Sorcerer, Wizard)
 * Races: Lotusden Halfling