Ray of Enfeeblement spell icon: a grinning skull
Icon by Sbed, CC BY 3.0

Ray of Enfeeblement 5e spell

2nd-level necromancy (concentration) · 2024 version below

Casting time
1 action
Range
60 feet
Components
V, S
Duration
Concentration, Up to 1 minute
School
Necromancy
Level
2
Attack
Ranged spell attack
Saving throw
Constitution

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.

Classes that can cast Ray of Enfeeblement

ClassFirst availableSpellcasting ability
Warlock spells3rd character levelCharisma
Wizard spells3rd character levelIntelligence

Ray of Enfeeblement in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.

Casting time
Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 1 minute
School
Necromancy
Level
2
Classes
Warlock, Wizard
Tags
concentration

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.

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other 2nd-level necromancy spells

Browse: all 2nd-level spells · necromancy spells · concentration spells