Quick Answer
Spike Growth is a 2nd-level transmutation spell for Druids and Rangers. The ground in a 20-foot radius around a point within 150 feet sprouts spikes for up to 10 minutes (concentration). The area is difficult terrain, and a creature takes 2d4 piercing damage for every 5 feet it moves into or within it. There is no saving throw. Creatures that didn't see the casting must notice the hazard before they walk in.
Overview
Spike Growth punishes movement. It deals no damage when cast, and a creature that stands still in it takes nothing. Every 5 feet a creature travels through it costs 2d4 piercing damage (average 5), and the difficult terrain doubles the movement cost.
That makes it a wall. A 40-foot-wide field between your party and a melee enemy forces the enemy to take heavy damage, go around, or stand still. Low-hit-point creatures that charge in die in the field; big ones arrive hurt and late. With no save and no attack roll, Dexterity and AC don't matter. What matters is whether the enemy has to cross it and whether it knows the spikes are there.
Stat Block
| Property | Value |
|---|
| Level | 2 |
| School | Transmutation |
| Casting Time | 1 action |
| Range | 150 feet |
| Components | V, S, M |
| Material | Seven sharp thorns or seven small twigs, each sharpened to a point. |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None (Wisdom (Perception) check to notice the hazard) |
| Classes | Druid, Ranger |
In the 2014 SRD, Circle of the Land druids who choose arctic or mountain also get Spike Growth as a circle spell at druid level 3.
When NOT to Use This
- •The enemies fight at range. A pack of goblins with shortbows (80/320 feet) can shoot over the field without moving.
- •Your own melee characters need to cross the same ground. The spell doesn't spare allies.
- •The enemies fly. The spell changes "the ground." Whether a creature flying above the area takes damage is a DM ruling, not rules text.
- •You need concentration for another spell, such as Pass without Trace, that is already running.
- •The enemy can simply wait for you to come to it. A stationary enemy takes no damage.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | High against melee enemies that have to reach you. Very high against swarms of weak creatures. |
| Action Economy | One action for up to 10 minutes of area denial. |
| Opportunity Cost | Concentration. Competes with Moonbeam, Hold Person, and Pass without Trace. |
When worth the slot: Holding a chokepoint, protecting a ranged party from melee rushers, or wrecking a charge of low-hit-point creatures. When not: Archers, fliers, or fights where your own front line needs to advance.
Upcasting
Spike Growth has no higher-level effect in either edition. The damage stays 2d4 per 5 feet regardless of slot.
Damage by distance
| Distance moved in the area | Damage | Average |
|---|
| 5 feet | 2d4 | 5 |
| 10 feet | 4d4 | 10 |
| 15 feet | 6d4 | 15 |
| 20 feet | 8d4 | 20 |
| 40 feet (straight across) | 16d4 | 40 |
A creature with a 30-foot speed can only travel 15 feet in the field per turn, because difficult terrain doubles the cost. With the Dash action it travels 30 feet and takes 12d4, an average of 30.
Pro Tips
Tip #1: Cast it where enemies must walk.
Why it works: The spell only hurts creatures that move. Put it across a doorway, a bridge, a forest path, or between the enemy and your casters. A 20-foot radius covers a 40-foot-wide corridor or clearing.
This avoids the mistake of: Dropping it on top of enemies that just stay where they are and attack.
Tip #2: Cast it before they see it.
Why it works: The spikes look natural. A creature that can't see the area when you cast the spell must succeed on a Wisdom (Perception) check against your spell save DC to recognize the hazard before entering. Cast it from hiding and the enemy may charge straight in.
This avoids the mistake of: Casting it in plain view, so the enemy knows to go around.
Tip #3: Push enemies through it.
Why it works: The spell says a creature takes damage when it "moves into or within the area," and doesn't say the movement has to be voluntary. A straight reading counts shoves, Thunderwave pushes, and being dragged in a grapple. The text never addresses forced movement directly, so counting it is a DM ruling, not rules text. Ask before you build a plan around it.
This avoids the mistake of: Thinking the spell only works on enemies who choose to walk in.
Tip #4: Keep your party out of it.
Why it works: The spell hurts every creature that moves in it, allies included. Choose a point so the field sits between your party and the enemy, not under your own front line.
This avoids the mistake of: Your fighter taking 15 damage to reach the enemy you were trying to slow down.
Common Mistakes to Avoid
Rolling damage per square instead of per 5 feet traveled
Why it's bad: Difficult terrain doubles the movement cost, but damage is per 5 feet of distance traveled. Moving 10 feet through the field costs 20 feet of movement and deals 4d4, not 8d4.
Do this instead: Count the distance, not the movement spent.
Forgetting the hidden-hazard check
Why it's bad: Creatures that saw the casting know the spikes are there. Only creatures that couldn't see the area when it was cast need the Perception check.
Do this instead: Track who saw the casting. The rest roll against your spell save DC before entering.
Expecting damage when the spell is cast
Why it's bad: Spike Growth deals no damage on casting. A creature already in the area takes damage only when it moves.
Do this instead: Combine it with something that makes enemies move, or cast it where they will have to cross.
Usage Tips
- •Worked example (goblin pack): Six 2014 goblins (7 hit points each) charge across the field. A goblin that moves 10 feet into the spikes takes 4d4, which is 7 or more about 94% of the time. A goblin that moves only 5 feet takes 2d4, which kills about 19% of the time. The 2024 goblin warrior has 10 hit points, so 10 feet of spikes (4d4) kills it about 59% of the time. Disengage from Nimble Escape doesn't help, because the damage isn't an opportunity attack.
- •Worked example (wolves): A wolf has 11 hit points and a 40-foot speed in both editions. If it starts at the edge and uses its full speed in the field, it travels 20 feet and takes 8d4. That is 11 or more about 99.9% of the time.
- •Worked example (ogre): An ogre has a 40-foot speed and 59 hit points (68 in 2024). Crossing the full 40-foot width costs 80 feet of movement, so it needs a Dash to cross in one turn, and deals 16d4, an average of 40. It arrives with about 19 hit points (about 28 in 2024) and no action left to attack.
- •Roll the damage with the dice roller, or compare it in the damage calculator.
- •Related guides: Entangle and Web for other area control, Thunderwave for pushes, and the concentration rules. Browse the full spell guide index.
Rules Notes
- •Difficult terrain: every foot of movement costs 1 extra foot.
- •No save and no attack roll. It is damage from a spell, so 2014 resistance to piercing from nonmagical attacks doesn't apply.
- •The spell doesn't say whether teleporting into the area counts as moving into it. That is a DM ruling, not rules text.
Synergies
- •Forced movement: Shoves, Thunderwave, and similar pushes move enemies through the spikes, if your DM rules that forced movement counts (see Tip #3).
- •Entangle or Web: These hold enemies in place, which stops Spike Growth damage. They work better side by side: one area to slow the approach, one to pin them. They need two concentrating casters.
- •Pass without Trace: Hide the party, set up the ambush, then cast Spike Growth across the enemy's path. Remember the concentration conflict if the same caster holds both.
Anti-Patterns
- •Casting it against archers, or on enemies already in melee with you who don't need to move.
Tactical Modules
- •Chokepoint: Cover a doorway, bridge, or gully the enemy must cross.
- •Charge breaker: Drop it between the party and a rushing pack of wolves or goblins.
- •Hidden trap: Cast it from hiding along a path the enemy hasn't seen yet.
Countermeasures
These apply when the party faces Spike Growth from an enemy druid or similar caster.
- •Threat: The field blocks the party's approach. Response: Use ranged attacks, or go around the 40-foot circle. Fallback: Break the caster's concentration with damage.
- •Threat: Spikes are hidden on your path. Response: Make Wisdom (Perception) checks before entering unknown terrain. In 2024 that takes the Search action. Fallback: Cast Dispel Magic on the area.
- •Threat: Enemies push you into the field. Response: Stay away from its edges. Fallback: Misty Step out instead of walking, which avoids the per-5-feet damage.
Spike Growth in the 2024 Rules
SRD 5.2.1 keeps Spike Growth as a level 2 transmutation spell for Druids and Rangers, with a 150-foot range and up to 10 minutes of concentration. The damage is unchanged: 2d4 piercing for every 5 feet a creature travels into or within the area, and the area is difficult terrain.
Three details changed. First, the area is now described as "the ground in a 20-foot-radius Sphere." The 2014 text said "the ground in a 20-foot radius." Both versions still say the ground sprouts spikes, so flying creatures remain a DM ruling. Second, noticing the hazard got harder. A creature that couldn't see the area when the spell was cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering. In 2014 it was a Wisdom (Perception) check with no action cost. Third, the material component is now just "seven thorns."
The 2024 Circle of the Land spell lists no longer include Spike Growth. The 2014 arctic and mountain lists did.
Frequently Asked Questions
How much damage does Spike Growth do in 5e?
2d4 piercing damage, an average of 5, for every 5 feet a creature moves into or within the area. A creature that crosses the full 40-foot width takes 16d4, an average of 40. There is no saving throw.
Does Spike Growth damage per 5 feet or per square?
Per 5 feet traveled. Difficult terrain doubles the movement cost, but it doesn't double the damage. Moving 10 feet through the spikes costs 20 feet of movement and deals 4d4.
Does Spike Growth work with forced movement?
The spell says damage happens when a creature "moves into or within the area" and doesn't require the movement to be voluntary, so a straight reading includes shoves and pushes. The text doesn't address forced movement directly, so this is a DM ruling, not rules text.
Does Spike Growth hurt allies?
Yes. Every creature that moves in the area takes damage, including your party. Place it so the field sits between the party and the enemy.
Does Spike Growth affect flying creatures?
The spell changes the ground. The text doesn't say what happens to a creature flying above it, so it is a DM ruling, not rules text. The 2024 version calls the area a sphere but still describes the ground sprouting spikes.
Can enemies see Spike Growth?
The spikes are camouflaged to look natural. Creatures that saw the casting know they are there. Others must succeed on a Wisdom (Perception) check against your spell save DC before entering. In 2024 that check takes the Search action and can use Perception or Survival.
Does Spike Growth require concentration?
Yes, for up to 10 minutes in both editions. Casting another concentration spell or failing a Constitution save after taking damage ends it.
Is Spike Growth good in 5e?
Yes, against enemies that have to move to reach you. It has no save, kills low-hit-point creatures that cross it, and badly hurts larger ones. It does little against archers, flying creatures, or enemies already in melee.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.