Ground Spikes

2nd-level evocation (Wizard)


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a quartz chip)
  • Duration: Concentration, up to 1 minute

You cause small, indestructible spikes of solid magical force (of varying lengths from 6 to 12 inches) to emerge from a relatively horizontal surface, in an area up to as large as a 20-foot square, originating from a point of your choice you can see. For the duration, the affected area is difficult terrain, and any creature that falls prone on it must make a Dexterity saving throw, taking 4d6 piercing damage on a failed save, and half damage on a success. The spikes vanish when the spell ends. If a creature is in the affected area when you cast this spell, it must make a Dexterity saving throw, taking 2d6 piercing damage and falling prone on a failed save, and half damage on a success.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can use an action to make the spikes shoot outwards, ending the spell. Every creature on the affected area, and up to 30 feet above it, must make a Dexterity saving throw, taking 10d6 piercing damage on a failed save, and half damage on a success. This damage increases by 1d6 for every slot level above 5th.