Opening her shaking palm, the sorcerer loosed a sickly green bolt of radiating energy at her foe. Without looking back, she strode away, knowing the poison would do its work.
What is Ray of Sickness?
Ray of Sickness is a spell 1st-level necromancy spell. It takes one action to complete, has a range of 60 feet, happens instantaneously, and requires the caster to include verbal and somatic components to the spell.
To cast, a character makes a ranged attack role. When cast, the spell produces a ray of greenish sickness toward a target.
The target takes 2d8 damage on a hit and must make a CON save. If the target fails the save, they are poisoned until the end of the caster’s next turn.
This spell can be cast at level 1. If this spell is cast in a level 2 slot or higher, add 1d8 for every additional spell slot.
Ray of Sickness 5e Spell Description
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Ray of Sickness 5e Stats
- 1st-level Necromancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Is Ray of Sickness a Good Spell?
Ray of Sickness is a moderately good spell. Though the damage at level one isn’t massive, the poison aspect strengthens the spell. Be careful when using the spell on a target that have a high constitution or immunity to poison such as Elementals and Undead.
Jillian started learning Dungeons & Dragons in 2014. After being encouraged by a friend to make a character, she became fully involved in character creation and later became an awesome Dungeon Master. Jillian strives to use her creativity to spread her knowledge of DnD and interpret the ruleset.