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Fires a beam that reduces the target's Strength.

AD&D

Ray of Enfeeblement

Debuted in the Player's Handbook as a magic-user spell

Level: 2 School: Enchantment/Charm
Components: V, S
Range: 1" + 1/4" per level Casting Time: 2 segments
Duration: 1 round/level Saving Throw: Negates
Target: One creature in range

If the target creature fails their save, they are weakened, reducing their Strength by 25%, +2%/level beyond 3rd. The DM will determine precise effects, but they may include a like reduction in the additional damage that the creature deals with physical attacks (such as throwing or using weapons, biting, crushing, clawing, goring, kicking, etc.) 

AD&D 2e

Ray of Enfeeblement
Spell Level: 2 Rarity: Common
Schools: Enchantment/Charm, Shadow
Components: V, S
Range: 10 yds + 5 yds/level Casting Time: 2
Duration: 1 rd/level Saving Throw: Negates
Target: 1 creature

Humanoids who fail their saving throw against this beam are reduced to a Strength of 5, losing all Strength bonuses and taking a -2 to attack rolls and a -1 to damage rolls. Other creatures take -2 to attack rolls, and -1 to damage rolls for each die of damage they inflict (minimum 1 point of damage for any hit). Magical items that confer increased Strength operate normally, and will override this spell's effect. The weakness may have other effects as determined by the DM.

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