Level
2nd
Casting Time
1 Action
Range/Area
150 ft
(20 ft )
Components
V, S, M *
Duration
Concentration
10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect
Control (...)
The ground in a 20-foot-radius Sphere centered on a point within range 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 when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
* - (seven thorns)
Same Thing as 5e version, but now you can use survival as the check instead of just perception to see if it is hazardous. With the new grapple mechanics, this spell (IMO) has been buffed and I feel there should be a cap so every single monster doesn't get "Cheese grated" to death.
Keep in mind that this spell effects all creatures in the area and there is no save against it. So, if you want to drag enemies into the area to force them to take the damage, the character dragging them through it will take the damage as well. You cannot designate creatures who are immune. Not even the caster is safe. Also, keep in mind that while grappling a creature you can choose to carry them or drag them. Dragging means you are pulling them along behind you. So, if you are dragging someone through spike growth, you have to enter the area first and then you can start dragging them into it behind you.
The only loophole here I can see is if the grappling character can fly. But, your mileage may favor on how optimal it would be to use resources to cast this spell and then more resources to enable flight just to try this (no guarantee you'll succeed on the grapple check after all). Finally, since the area of effect for this spell is a sphere, you might need to be strong enough to carry the creature to even try this. The spikes would seemingly make the air above the ground in the area difficult terrain and deal damage as well. But, hey, if you are strong enough to pick the enemy up and still be able to move while flying, and then carry them above the spell's area and then drop them into it... seems like that would work. Seems like a pretty niche case though.
I think the main scenario I can see this is if you are working with a Monk. The main one I can think of is Elemental Monk, with increased range and flight at higher levels. Now personally I can't find a single player to be a Druid or Ranger, but I guess you could also use a 2014 species with flight, or just Dragonborn if they are willing to burn flight for this.
The classic combo is for the druid to use Thorn Whip to pull creatures into the spike growth. Other good options are repelling (eldritch) blasts or telekinesis.