Dirge

A
Damage

Dirge is a Damage spell. Damage spells focus on dealing harm to enemies.

See all Damage spells →
spell that blights
multiple creatures

Dirge is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

See all Multi Target spells →
with necrotic ruin and locks down the field with
battlefield control

Dirge is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

See all Battlefield Shaping spells →
.

2024 Rules

Level & School
6th-level enchantment
Casting Time
Action
Range
Self
Components
V
Duration
Concentration, up to 1 minute
Classes
Bard, Cleric

Deathly power fills a 60-foot Emanation originating from you for the duration.

When you cast this spell, you can designate creatures to be unaffected by it. Any other creature can't regain Hit Points while in the Emanation.

Whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature makes a Constitution saving throw. On a failed save, the creature takes 3d10 Necrotic damage and has the Prone condition. On a successful save, the creature takes half as much damage and its Speed is halved. A creature makes this save only once per turn.

Casting as a Circle Spell. Casting this as a Circle spell requires a minimum of two secondary casters. If the spell is cast as a Circle spell, it's duration becomes Concentration, up to 10 minutes.

A creature that fails its save against the spell's effect also gains 1 Exhaustion level. While the creature has Exhaustion levels, finishing a Long Rest neeither restores lost Hit Points nor reduces the creature's Exhaustion level.

When the spell is cast, each secondary caster must expend a level 4+ spell slot; otherwise, the spell fails.

Dirge 5.5e 2024 vs. 5e 2014 edition differences

Dirge is a new spell for the 2024 edition.

Spells similar to Dirge

  • Spirit Guardians 3rd-level conjuration

    Both create a persistent emanation centered on the caster that repeatedly damages creatures that enter or end their turn there and shapes the area around the caster.

  • Hunger of Hadar 3rd-level conjuration

    This spell produces a lingering zone that damages and penalizes creatures that move through it, making it tactically similar as an area-denial effect you cast on yourself.

  • Cloudkill 5th-level conjuration

    Cloudkill is a moving, persistent damaging cloud that punishes creatures over time and is chosen for controlling battlefield movement much like the target spell.

  • Evard's Black Tentacles 4th-level conjuration

    Black Tentacles creates a sustained hazardous zone that restrains or impedes creatures while dealing repeated effects, matching the target's role of area control plus ongoing harm.

  • Circle of Death 6th-level necromancy

    Circle of Death is a high-level necromantic area-damage option that covers many enemies at once and appeals to casters seeking mass necrotic damage like the target spell.