Spike Growth

Source: Dungeons & Dragons 5th Edition Player's Handbook
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.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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2nd Edition
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School
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
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Components
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Effect
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Duration
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Saving Throw
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Spell Resistance
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4th Edition

 
5th Edition
Level
Druid 2
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

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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