In Spike Growth 5e spell, the bottom which is within the distance of 20-foot radius centered within a variety twist and can sprout hard spikes and also thorns and this area will become considerably difficult terrain for the duration. The creature will take 2d4 piercing damages for every 5 feet whenever the creature moves into the world or within the world for every 5 feet wherever it’s traveled.
The transformation of the bottom is camouflaged to seem natural. Any creature that can’t see the world at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to acknowledge the terrain as hazardous before entering it.
Spike Growth 5E
- 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
- Classes: Druid, Ranger
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for twenty-four hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to decorate the injuries and succeeding on a Heal check against the spells save DC.
AoE control spells, because the name implies, are spells that change or impact some of the environment. These are typical spells that opened up from a selected square of the battlefield that you simply choose. This area is now your territory because it is an advantageous position for you to force the enemy to travel through.
There’s no reason that you simply can’t just drop a Spike Growth on top of some or all of your enemies. this is often an excellent thanks to guaranteeing that you simply squeeze a couple of points of hp out of the enemy while you slow their advance.
In the picture above, the ranger is being attached by two groups of kobolds. She opts to hamper half the group by placing Spike Growth directly on top of the larger group. She now has time to affect the 2 remaining kobolds while the others trudge through the thorns and spikes and take some chip damage.
This is an efficient tactic to use in large, open spaces. It allows you and your party to specialize in a smaller amount of enemies which successively means you’ll take less damage from the encounter than the DM probably planned.
Spike spells are spells that will create a physical barrier or wall that you simply can place on the battlefield. These spells have specific dimensions that every wall or barrier must abide by. Each of those spells functions differently, either by placing a sturdy barrier that will ‘t be crossed or placing a barrier that can be crossed but a creature that does so will suffer consequences.
While this is often a D&D 5e-focused article, the overall concept of battlefield control can translate to any TTRPG with combat. These exact tactics also can add any TTRPG with spells or similar abilities so keep that in mind also.
Walls and area of effect control spells are fun spells to use to stay yourself and your allies safe while also costing the enemy precious resources like health or their action economy.
By having battlefield control your party has more room to maneuver around and position while preventing the enemy from having an equivalent benefits. The benefit isn’t as easily calculated as healing or damage dealing, but it’s still a tangible benefit in combat!