Spike Growth turns a stretch of ground into a shredder. The area becomes difficult terrain, and creatures take piercing damage for every 5 feet they move through it. The spikes are camouflaged, so noticing them may require a Perception check.
This Spike Growth 5E guide covers placement, forced movement combos, and concentration.
- Spell Level
- 2nd
- Spell Type
- Transmutation
- Casting Time
- 1 Action
- Range
- 150 feet
- Component Requirements
- Verbal, Somatic, Material (seven thorns)
- Duration
- Concentration, up to 10 minutes
- Class
- Druid, Ranger
How does Spike Growth work?
Choose ground you can see within range (typically a 20-foot radius). The ground twists into hard spikes:
- Difficult terrain
- 2d4 piercing damage per 5 feet of movement through the area
- Camouflaged to look natural (Perception vs your spell save DC in many prints)
Best combos
- Push/pull enemies in with Thunderwave-style effects, Grapples, or Repelling Blast
- Hold a choke point so melee must walk the long way
- Pair with Entangle-style lockdowns when available
Frequently Asked Questions
Does flying ignore it?
Creatures not walking the ground usually ignore ground spikes. Flyers laugh; walkers cry.
Does it damage allies?
Yes if they walk through it. Place carefully.
Is it better than Spike Growth alternatives?
For Rangers who need a control concentration spell that is not Hunter's Mark, Spike Growth is a top pick for outdoor maps.


