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Spike Growth
D&D 2014 spell: Spike Growth. Source: Player's Handbook (2014). level 2, school Transmutation, casting time 1 action, range 150 feet, duration Concentration,...
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.
Source: Player's Handbook (2014), p. 277 - Licenses and attribution