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.
As a Sorcerer with Staff of Power this is one of my favorite spells at high levels. So many enemies have very high saving throws, but this spell uses only 1 charge on my staff and it can cut a dangerous enemy's damage in half for a turn without a giving the enemy a saving throw until the end of their turn. Even better, I'm not even required to see my target, which can be useful against some enemies, or when your allies use abilities that block line of sight.
Only works against targets using weapons and focuses on STR.
It really needs some home-brew to either add an additional effect or downgrade to 1st level spell, because as it there's no reason to use it over other debilitating 2nd level spells like Web, Hold Person and Maximilian's Earthen Grasp, which works similarly but has better saves, additional effects and completely incapacitates the target(s).
Like Ray of Sickness is a first level spell (only making the comparison because of the name) and it deals damage and gives the target disadvantage on attacks for 1 turn and works on everything except things immune to poison, So it's both stronger and has wider field of application than this 2nd level Ray spell.
You don't have to see the target to use this spell against it, but you will have disadvantage on the attack roll.
My revision: Remove the CON save and inflict the debuff if the attack hits. I would also change it to affect all weapon attacks, not just STR-based weapon attacks. Keyword: weapon attacks. That means it can't affect spell attacks, but it works against creatures that use DEX for their primary attacks. Maybe since a creature is "weakened," impose disadvantage on Strength checks and Strength saving throws, or even reduce a creature's speed by 10 feet.
I really think this spell needs to remove the with "weapon attacks that use Strength" condition, It makes it useless against most kinds of creatures since they don't use weapons at all. It really should just affect all damage, or all damage excluding spells.
For 2nd level spell that's mostly comparable to 1st level spells but more niche in it's possible applicaitons and is concentration on top of that, it's very hard to justify learning/preparing this spell over anything else... or even if you do (like the domains that always have it prepared) it's still rare to have a situation where this makes a compelling use of ones turn compared to other spells. like pretty much EVERYTHING this spell can affect is also affected by Hold Person which is just an all around niche but better spell.
Like pretty much anything this spell is useful against would be weapon-wielding humanoids, undead or giants, and 2 of those 3 got much better spells & class features to deal with.
If it didn't have the weapon condition it could at least affect big brute types of monsters too... although they'd probably have good enough Con to shake it off quickly & reliably.
To be fair, according to rules as written in the monster manual a dragon's claws or a wolf's teeth are also considered weapon attacks.
Weapon attack seems to be used to mean any physical strike.
Only if they can see me. If I can't see them and they can't see me, then it's still normal.
Attacks by bears, wolves, dragons, etc. already count as weapon attacks, so you don't need to change that part of the spell.
The spell is fine, you just have to read the rules.
Halve The Ancient Dragon’s physical damage for at least one round with just a 2nd level spell! They can’t even stop it with Legendary Resistance!
Remember: Weapon Attack doesn’t mean an Attack with a manufactured weapon, it means any attack that say it makes a Melee or Ranger Weapon Attack.
It's a decent spell in many situations, but not the best. Then you have some really important areas where it shines brightly. Which is fine, good even IMO. When people start playing at high level and seeing the impact of legendary resistances, they will look for spells like this that fit that niche. This kind of spell gives the game depth.
BTW Earthbind is not nearly as debilitating as Ray of Enfeeble. The dragon can still do all of its abilities at full strength. Earthbind is also a saving throw, meaning the dragon can use Legendary Resistance if they fail and not be affected at all. It's a good spell because in some situations preventing flight is essential. But it doesn't shut down a creature, so it's fine to not allow multiple saves. RoE can almost completely debilitate many creatures that are primarily weapon attack-based. There is no way a spell like that can't have an ongoing save to get out of it, unless it's like VERY high level.
Lowkey, I think this is one of the most busted spells in the game. No save for the first round. And there's NOTHING else in the game that affects the damage directly like this, other than having resistance, and guess what? This stacks with it.
If my party's spellcaster and my ancestral guardian barbarian hit the same target with it (say, I dunno, a boss) it does a QUARTER damage that round with attacks*. No save. No pesky Legendary Resistance. Oh yeah, and disadvantage on top of that. That ancient dragon is suddenly doing either it's breath weapon, or absolutely nothing.
Look at how they slaughtered my boy.
This spell is pretty puny anyways. It's really only good for low levels, when you'll routinely be fighting strength-based monsters who come alone or in groups of like, two or less. Even at those low levels, there are better things you could be casting than a spell that doesn't even inflict disadvantage on anything, just sort of weakens strength attacks, and requires concentration no less.
Yeah some of these non-damage spells are really hit-or-miss a lot of the time. A spell that deals some amount of damage (or heals, but that's beside the point here) is never liable to be a completely horrible choice unless it really sucks. So, if Wizards wants to make this spell better, they could have it deal some necrotic damage. Or, even better, inflict exhaustion. That's some nasty stuff right there.
It’s simple. It is fine the way it is if the character affected also had disadvantage on str saving rolls and it wasn’t a concentration spell. Lasts 1hr or until character makes save.
I thought most/all spells required line of sight from caster to target, especially for an attack roll? Now I'm wondering if it's only spells that state "...that you can see..." This says you must have a clear path, but I cannot find anything saying you necessarily have to see your spell's target: https://www.dndbeyond.com/sources/dnd/phb-2014/spellcasting#AClearPathtotheTarget
thanks!