5e SRD >Spells >

Enervating Ray

2nd-level necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: instantaneous

You create three rays of necromantic energy and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 necrotic damage. If this damage reduces an organic target to 0 hit points, it dies instantly and rots away to a steaming pile of offal. Inorganic targets such as constructs (except wood or flesh constructs) do not rot but are not immune to this spell’s damage.

This spell automatically causes up to a 10-foot cube of nonmagical plants, excluding plant creatures, to rot on a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Section 15: Copyright Notice
Troubadours & Tenders of the Grove, Pugilists & Pact Makers A Scarred Lands Character Options Supplement By Vorpal Tales Authors: Patrick Warren, Shawn McNamara, Tyler Middleton, Zachery Naldrett