Ray of Enfeeblement
2024 Rules
- Level & School
- 2nd-level necromancy
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Warlock, Wizard
- Source
- Player's Handbook (2024)
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
2014 Rules
- Level & School
- 2nd-level necromancy
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Warlock, Wizard
- Source
- Player's Handbook (2014)
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Ray of Enfeeblement 5.5e 2024 vs. 5e 2014 edition differences
Ray of Enfeeblement popularity
How popular is Ray of Enfeeblement? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Top 50% picked level 2 Wizard spell
- Top 50% of all level 2 spells
- Bottom 50% picked level 2 Warlock spell
Read about how this popularity data is calculated.
Spells similar to Ray of Enfeeblement
Hex 1st-level enchantment
Like Ray of Enfeeblement, it weakens a chosen enemy for an extended period and rewards focusing attacks on that target.
Players prefer Hex over Ray of Enfeeblement
Hold Person 2nd-level enchantment
Both are second-level concentration spells that repeatedly test a target's resistance while shutting down its combat potential.
Players prefer Hold Person over Ray of Enfeeblement
Blindness/Deafness 2nd-level transmutation
This similarly targets one creature at range with a debilitating effect that can persist across multiple turns.
Players prefer Blindness/Deafness over Ray of Enfeeblement
Bane 1st-level enchantment
Each spell uses concentration to reduce an enemy's effectiveness through a failed saving throw rather than dealing direct damage.
Players prefer Bane over Ray of Enfeeblement
Bestow Curse 3rd-level necromancy
Both are concentration-based necromantic curses that impose a lasting combat penalty after a saving throw.
Players prefer Bestow Curse over Ray of Enfeeblement
Cause Fear 1st-level necromancy
The spell shares the same warlock and wizard lists, a single-target saving throw, concentration duration, and ongoing enemy hindrance.
Players prefer Ray of Enfeeblement over Cause Fear