Disintegrate
- Casting Time
- 1 Action
- Range
- 60 Feet
- Duration
- instantaneous
- Components
- V
- S
- M
- Materials Required
- A lodestone and a pinch of dust
Spell Description
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force.
A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot- cube portion of it. A magic item is unaffected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|
Damage Dice | 10d6 + 40 | 13d6 + 40 | 16d6 + 40 | 19d6 + 40 | |||||
Min Damage | 50 | 53 | 56 | 59 | |||||
Average Damage | 75 | 85.5 | 96 | 106.5 | |||||
Max Damage | 100 | 118 | 136 | 154 |
Lvl | Dice | Min | Avg | Max |
---|---|---|---|---|
1st | ||||
2nd | ||||
3rd | ||||
4th | ||||
5th | ||||
6th | 10d6 + 40 | 50 | 75 | 100 |
7th | 13d6 + 40 | 53 | 85.5 | 118 |
8th | 16d6 + 40 | 56 | 96 | 136 |
9th | 19d6 + 40 | 59 | 106.5 | 154 |
Is Disintegrate Good?
Overall Rating: Green. This means that disintegrate is a good spell.
Overall Notes: Live out your power fantasy as Thanos. The damage can be great, but a successful save negates ALL damage. Definitely a gamble that has huge payoff.