# Spike Growth *2nd-level, Transmutation* - **Casting time:** 1 Action - **Range:** 150 feet - **Components:** V, S, M (seven thorns) - **Duration:** Concentration, up to 10 minutes The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns. The area becomes [Difficult Terrain](3-Mechanics/CLI/rules/variant-rules/difficult-terrain-xphb.md) 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 when the spell is cast must take a [Search](3-Mechanics/CLI/rules/actions.md#Search) action and succeed on a Wisdom ([Perception](3-Mechanics/CLI/rules/skills.md#Perception) or [Survival](3-Mechanics/CLI/rules/skills.md#Survival)) check against your spell save DC to recognize the terrain as hazardous before entering it. **Classes**: [Bard (College of Lore)](3-Mechanics/CLI/lists/list-spells-classes-bard-xphb-college-of-lore-xphb.md "subclass=XPHB;class=XPHB"); [Bard](3-Mechanics/CLI/lists/list-spells-classes-bard.md); [Ranger](3-Mechanics/CLI/lists/list-spells-classes-ranger.md); [Druid](3-Mechanics/CLI/lists/list-spells-classes-druid.md) *Source: Player's Handbook (2024) p. 319. Available in the Free Rules (2024)*