Ray of Enfeeblement

A
Control

Ray of Enfeeblement is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that weakens a creature, hampering Strength checks and dulling its damage until it shakes off the effect.

2024 Rules

Level & School
2nd-level necromancy
Casting Time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 1 minute
Classes
Warlock, Wizard

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

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

It no longer uses a ranged spell attack. The target now makes a Con save: on a success, it gets disadvantage on its next attack roll before your next turn; on a failure, it suffers disadvantage on Strength-based D20 tests and subtracts 1d8 from all damage rolls, with saves at end of each turn to end it.

Ray of Enfeeblement popularity

Ray of Enfeeblement is a seldom chosen level 2 spell. Choosing it adds a unique option to your spellbook.

Spells similar to Ray of Enfeeblement

  • Hex 1st-level enchantment

    Both are concentration spells that single out a target to impose a lasting penalty that makes it less effective in combat and play well for warlocks and wizards.

  • Bestow Curse 3rd-level necromancy

    This longer‑level necromancy option can impose a variety of harmful effects on one creature, including crippling attacks or ability checks in a way thematically similar to weakening a foe.

  • Bane 1st-level enchantment

    Although it can affect multiple creatures, it functions like a debuff that lowers attack and saving throw effectiveness and fills a similar tactical niche of softening enemies.

  • Blindness/Deafness 2nd-level transmutation

    A level‑2 crippling effect that can impose disadvantage on attack rolls (when blinded) and lasts for a minute, making it mechanically close to reducing an enemy's combat output.

  • Hold Person 2nd-level enchantment

    Both are second‑level concentration control spells that target a single creature and can dramatically change how that creature contributes to a fight, albeit by immobilizing rather than reducing damage.