Level 6 Transmutation spell available to Sorcerers and Wizards. 10d6 plus a flat 40 Force to one target, an average of 75, and if that kills them they turn to dust. The catch is that a successful Dexterity save means nothing at all happens.
Spell description: A target that fails a Dexterity Saving Throw and is reduced to 0 Hit Points disintegrates into a crumbly ash.
Spell properties
- Damage: 10d6 + 40 Force
- Damage type: Force
- Range: 9m (30ft)
- Save: DEX save (no damage on success)
- Conditions applied: A target reduced to 0 Hit Points is disintegrated and cannot be revived. Its loot survives.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Disintegrate at higher levels provides no additional benefits.
How to obtain Disintegrate
- Sorcerer, Wizard at Class level 11
Source item: Scroll of Disintegrate
DISINTEGRATE
Level 6 Transmutation SpellA target that fails a Dexterity Saving Throw and is reduced to 0 Hit Points disintegrates into a crumbly ash.
On save: The spell has no effect.
When to cast Disintegrate
Cast it to finish something. The damage is enormous for a single target and Force is resisted by almost nothing, so on a wounded boss or a dangerous lieutenant it is the closest thing to a kill button a caster has. Anything that dies to it cannot be revived by the enemy either.
The all-or-nothing save is the problem. A Dexterity save is the one most enemies are decent at, and a pass means you wasted a Level 6 slot. Cast it on things that cannot dodge: Held, Stunned, Sleeping, Prone, or otherwise Paralysed targets auto-fail Dexterity saves, and then it always lands.
That makes it a combo spell. Hold Monster or Hold Person on turn one, Disintegrate on turn two. Your melee gets the crits and your caster gets a guaranteed 75.
It also disintegrates objects, doors, and walls, including some that are otherwise in your way. The range is only 9m, so get close first.










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