Spike Growth

spike growth spell baldursgate3 wiki guide 150px 

Lvl 2 Transmutation

2~8 Damage

1d4 icon bg3 wiki guide2d4damage piercing icon bg3 wiki guidePiercing

Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2-8 Piercing damage for every 1.5m it moves.

100 turns

radius icon baldurs gate 3 wiki6m range icon baldursgate3 wiki guide 25px18m concentration icon 1 baldursgate3 wiki guide 25pxConcentration

action icon baldursgate3 wiki guide 25pxActionspell slot icon baldursgate3 wiki guide 25pxLevel 2 Spell Slot

Spike Growth is a Spell in Baldur's Gate 3. Spike Growth is a Lvl 2 Spell from the Transmutation school. Spells can be used for dealing damage to Enemies, inflict Status Ailments, buff Characters or interact with the environment.


Baldur's Gate 3 Spike Growth Information

  • Description: Shape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2~8 Piercing damage for every 1.5m it moves.
  • Level: Lvl 2 spell
  • School: Transmutation School
  • Casting Time: action icon baldursgate3 wiki guide 25pxAction
  • Range: 18m
  • Radius: 6m
  • Requires Concentration: Yes
  • Saving Throw: None


 How to Acquire Spike Growth in BG 3

Spike Growth can be acquired by the following classes:

Spike Growth can be cast by using the following Items:


Spike Growth Tips & Notes for BG 3

  • Notes & Tips go here


Lvl 2 Spells
Aid  ♦  Arcane Lock  ♦  Barkskin  ♦  Blindness  ♦  Blur  ♦  Branding Smite  ♦  Calm Emotions  ♦  Chromatic Orb: Acid (Lvl 2)  ♦  Chromatic Orb: Cold (Lvl 2)  ♦  Chromatic Orb: Fire (Lvl 2)  ♦  Chromatic Orb: Lightning (Lvl 2)  ♦  Chromatic Orb: Poison (Lvl 2)  ♦  Chromatic Orb: Thunder (Lvl 2)  ♦  Cloud of Daggers  ♦  Crown of Madness  ♦  Darkness  ♦  Darkvision  ♦  Detect Thoughts  ♦  Enhance Ability  ♦  Enlarge - Reduce  ♦  Enthrall  ♦  Flame Blade  ♦  Gust of Wind  ♦  Heat Metal  ♦  Hold Person  ♦  Invisibility  ♦  Knock  ♦  Lesser Restoration  ♦  Magic Weapon  ♦  Melf's Acid Arrow  ♦  Mirror Image  ♦  Misty Step  ♦  Moonbeam  ♦  Pass without Trace  ♦  Phantasmal Force  ♦  Prayer of Healing  ♦  Protection from Poison  ♦  Ray of Enfeeblement  ♦  Scorching Ray  ♦  See Invisibility  ♦  Shatter  ♦  Silence  ♦  Spiritual Weapon  ♦  Warding Bond  ♦  Web  ♦  Zephyr Break


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    • Anonymous

      my first play through i used this spell like twice just from a scroll and i loved it when i had it. my second playthrough i made a druid, not even thinking about this spell. this spell made all the difficult fights i had my first playthrough just a cake walk.

      • Anonymous

        I honestly think this spell is too overpowered haha. when you clear the first ruins, you can cast it and cover almost the entire floor, and they just walk through it and tick for 7 every few steps.. instant win.

        But i LOOOVE casting it and then using Command to make people walk through it lol. So satisfying.

        • Anonymous

          This spell alone on lvl2 is enough to clear the entire goblin camp. Check video BG3 Level 2 spell vs entire goblin camp. Its completely imbalanced and strong

          • Anonymous

            I hate how inconsistent the wording is for this spell as opposed to other ones that produce difficult terrain.

            • Anonymous

              every time i see this spell i think of merilwen's meat grinder from season 1 episode 14 of the oxventure campaign and i want to take it

              • Anonymous

                I've used cloud of daggers a lot and it's incredible, but this seems like a straight downgrade for damage dealing compared? Will enemies actually walk through this enough to deal enough damage, and is there are niche use for it like placing it on an archer and threatening it in melee to make the archer run away through the spikes?

                • Anonymous

                  I'm only in act 1 so far but this spell seems really ****ing good. You use it in a chokepoint and enemies either go through and get ****ed, or waste a ton of time going around it. Maybe im not far enough in the game yet but i haven't seen a single enemy that can jump past it entirely.

                  • Anonymous

                    Spell is useless now don't bother with it. Either A.I will never cross it, or then it will just jump over it.

                    • Anonymous

                      Does damage on initial cast. If you get moved while in the thorns you also take damage, tested with thorn whip and thunderwave (even though the animations show you flying through the air, you still take damage).

                      • Anonymous

                        In early access this spell rocked. Mobs will walk through it if they're already in it (though they may jump over it), but even better, they will avoid walking through it entirely if possible, meaning you can easily kill them from range. They will sit at the edge and not even move, making them extra vulnerable to persistent AOE spells like cloud of daggers.

                        • Anonymous

                          Strongly nerfed version of 5e where the effects are identical apart from damage that is double (2d4 per 1.5 meters). Perhaps to compensate for poor AI/limited opportunity to avoid such effects in the game?

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