Level
2nd
Casting Time
1 Action
Range/Area
60 ft
Components
V, S
Duration
Concentration
1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Debuff
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.
A spell that has both a to-hit roll and a save is problematic because it won't do much most of the time.
EDIT: suggested houserule: remove the to-hit roll, and make it hit automatically.
Think of it more as a normal to hit roll spell because if you do hit with it, it will have at least one round of half damage as it gets its saving throw at the end of its round. So bonus rounds of effect if it continues to fail its saving throws.
Sure, you can focus on the positive, but relative to other spells, this feels more like a first level spell, in terms of effectiveness.
I think it's the possible lingering effect that makes it a second level spell combined with it dealing half damage with it's entire round, so things with multi attacks are going to have this affect all their attacks (I'm thinking claw, claw bite here) halved at least once.
The problem is also that it's not a very powerful debuff: it does nothing against non-damaging attacks or ones that are not strength-based. If the troll decides to grab me or bull rush me, it's not mechanically weakened. And it's not very impactful against monsters that don't do a lot of strength-based damage to begin with, which is not rare.
To compare it with well-known second level debuffs, Heat Metal will do at least half damage, and subsequent rounds of damage are possible, along with a powerful debuff. It's perhaps comparable to Blindness/Deafness, which requires an initial save and another one at the end of each round, but blinded is a much more powerful debuff, highly effective against a much broader range of targets.
I don't mean to exaggerate: you'll still have plenty of fun with this spell. Picking it won't ruin an otherwise good time. It's just mechanically a bit weak.
I agree it's on the weak side for a level 2 spell. Maybe give it a movement debuff while weakened? Or drop it to first level and give the saving throw at the beginning of the turn so there's 2 chances for it to fail. It seems like it belongs between first and second level as it is.
When houseruling stuff, I prefer to go simpler when possible. I'd just remove the to-hit roll and make it auto-hit. That way you do at least get one round of use out of it.
That is an excellent suggestion.
Use this as an alternate spell for archmages, liches and other high level casters that foucs on necromancy. High hit rolls and and high save DC on these monsters makes it harder to resist, and it gives some cool thematical debuffs, as well as something to use their legendary actions on if they can use them to cast spells (if you're feeling particularly nasty, use it just before the Paladin's turn to really hurt their damage, as they don't have proficiency in Constitution saves).
Spell casting words are:
Eminaticus Depletus
What are you guys talking about? This spell might be situational, but when it helpful it can be really helpful for a level 2 spell, it scales well, even if it's initially not very strong.
Thing is, very powerful monsters that do a lot of STR based damage often have VERY high to-hit bonuses. For example, an Ancient Red Dragon has +17 to hit. So disadvantage isn't all that reliable. It's good, but cutting damage in half is MUCH more effective. Also, a decent number of creatures are immune to fire damage or don't use metal weapons/armor, which limits heat metal's effectiveness.
Also, the mix of spell attack initially followed by saving throws is a good thing in some cases. The spell attack lets you bypass legendary resistance and magic resistance. But by making it a saving throw for the continued effect, you get an opportunity to bait a use of legendary resistance if they fail (which might be a low chance).
In the end, this is a niche spell, but one that can be very powerful in the right circumstances.
^ This. I used Ray of Enfeeblement against a Purple Worm and even though it only lasted 2 turns, but without it, my brother would have had his character died
This spell is terrible considering it requires 1) a roll to hit, 2) your concentration, and 3) gives a save every turn. That's 3 different ways to nullify a leveled spell, which means there's a strong chance this lasts only 1 round or less, and it's not that great of a debuff in it's own right.
It doesn't even debuff the enemy's chance to hit, meaning that even a weakened target can still walk up and hit the caster to try to break concentration. If the target has multi attack, you're basically screwed.
Skidaddle skidoodle your arms are now some noodles!
This feels more like a cantrip or first level spell to me. It would be better IF it had no save besides the to hit-roll or also had damage or at least a movement debuff.
The spell is perfectly fine, even at higher levels, where big daddy's have crazy resistances and saving throws, topped with high attack rolls and multi attack. You get plenty of level 2 spells, so at worse case, youre granting half damage for 1 round if you have a decent casting modifier. If you're support class, it can be incredibly useful in a lot situations
Would I recommend taking it preparing it or preparing it as a Warlock or Wizard? Probably not... but if you are a Death or Grave domain Cleric and it is always available, you'll get some good usage out of it on the big baddy encounters when you need it.
Or vice versa. Remove the saving throw, and make this a spell attack.
I remember when this spell use to be level 1 and read as such.
Ray that does 1d6 Str dmg, stacks if used every round. After 6 rounds the Str dmg is healed. And that was only in 3rd Edition.
I think spells that are only useful in relatively niche situations troubling. It makes it a lucky choice if you happened to pick the right spell for the situation, if you're playing a wizard. For all other casters, you picked a spell that sucks most of the time, but get this rare occasion to shine. Both of which make it a poor choice for a second level spell in almost every circumstance. Even if the players discover that specific circumstance in which it's useful coming up at them, it still kinda sucks the rest of the time, and uses that opportunity up, preventing a more useful spell from being chosen in its place.
For another debuffing term comparison of the same level and duration, look at Earthbind. Failing one save, the dragon can no longer fly for the entire minute. It's still niche, but at least it lasts for the entire fight without any doubt.