Ray of Enfeeblement
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
Ray of Enfeeblement popularity
Ray of Enfeeblement is a seldom chosen level 2 spell. Choosing it adds a unique option to your spellbook.
- Bottom 50% level 2 Warlock spell
- Bottom 50% level 2 Wizard spell
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.