Ray of Sickness

1st level Necromancy
Casting Time
1 Action
Range
60 Feet
Duration
instantaneous
Components
V
S
Class
Sorcerer
Wizard

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.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 2d8 3d8 4d8 5d8 6d8 7d8 8d8 9d8 10d8
Min Damage 2 3 4 5 6 7 8 9 10
Average Damage 9 13.5 18 22.5 27 31.5 36 40.5 45
Max Damage 16 24 32 40 48 56 64 72 80
Lvl Dice Min Avg Max
1st 2d8 2 9 16
2nd 3d8 3 13.5 24
3rd 4d8 4 18 32
4th 5d8 5 22.5 40
5th 6d8 6 27 48
6th 7d8 7 31.5 56
7th 8d8 8 36 64
8th 9d8 9 40.5 72
9th 10d8 10 45 80

Is Ray of Sickness Good?

Overall Rating: Green. This means that ray of sickness is a good spell.

Overall Notes: Damage isn’t great but Poisoned is a nasty condition. Unfortunately, the save targets CON, a common proficient saving throw, and immunity to the Poisoned condition is also fairly common. Don’t try to cast this at Constructs, Fiends, or Undead at the very least.