Level 2 Necromancy spell available to Warlocks and Wizards. A ranged spell attack that halves the damage a creature deals with Strength-based weapon attacks for ten turns. No Concentration. It is a debuff aimed squarely at one kind of enemy, and against that enemy it is superb.
Spell description: A beam of enervating energy springs from your fingers to weaken a foe. The target deals half damage with Weapon Attacks using Strength.
Spell properties
- Range: 18m (60ft)
- Duration: 10 turns
- Save: CON save
- Conditions applied: Deals half damage with Weapon Attacks that use Strength.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Ray of Enfeeblement at higher levels provides no additional benefits.
How to obtain Ray of Enfeeblement
- Warlock, Wizard at Class level 3
Source item: Scroll of Ray of Enfeeblement
RAY OF ENFEEBLEMENT
Level 2 Necromancy SpellA beam of enervating energy springs from your fingers to weaken a foe. The target deals half damage with Weapon Attacks using Strength.
CONDITION: ENFEEBLED
Condition: Enfeebled
- Weapon attacks that use Strength deal half damage.
- The creature repeats a Constitution Saving Throw at the end of each of its turns to end the effect.
When to cast Ray of Enfeeblement
Half damage is a bigger deal than Disadvantage. A brute who was hitting your Fighter for 20 is now hitting for 10, every swing, for ten turns, and your caster is free to concentrate on something else. Against a single scary melee enemy this is the best defensive spell in the tier.
Read the target. It only touches Strength-based weapon attacks. Archers, Rogues with finesse weapons, spellcasters, and anything that bites or claws with Dexterity do not care. Ogres, minotaurs, gith warriors, and anything holding a greataxe care a great deal.
It is a ranged spell attack rather than a save, so Advantage and high ground help it land and Disadvantage makes it useless. Cast it from the ledge, and cast it before the brute reaches your line rather than after.
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