Ray Of Sickness
- Level: 1
- School: Necromancy
- Class: Sorcerer, Wizard
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Tactical Usage
Damage Plus Condition Combination. Ray of Sickness provides solid poison damage with the poisoned condition, creating both immediate damage and ongoing tactical disadvantage.
Excellent Scaling Potential. The spell scales well with higher-level slots, gaining 1d8 damage per level while maintaining the condition effect.
Early-Level Debuff Option. As a 1st-level spell, it provides accessible condition infliction that remains useful throughout character progression.
Spell Combinations
Poison Synergy Enhancement. Combining with other poison effects or abilities that exploit the poisoned condition maximizes tactical value.
Follow-Up Coordination. Party members can exploit the disadvantage on attack rolls and ability checks that the poisoned condition provides.
Concentration-Free Benefit. The instantaneous duration means no concentration requirement, allowing combination with other ongoing effects.
Material Component Details
Component-Free Accessibility. Ray of Sickness requires no material components, making it consistently available without resource management concerns.
Attack Roll Requirement. The spell requires ranged spell attack rolls, making accuracy important for damage and condition delivery.
Range Effectiveness. The 60-foot range provides safe casting distance while maintaining reasonable accuracy for single-target effects.
Creator Notes
Poison Damage Scaling. Ray of Sickness offers good early-level poison damage that scales appropriately with slot investment and character progression.
Condition Duration Balance. The poisoned condition lasting until the end of the caster's next turn provides meaningful tactical impact without overwhelming duration.
Necromancy School Identity. The spell exemplifies necromancy through disease, corruption, and debilitating effects that weaken enemies.
Environmental Interactions
Poison Resistance Consideration. Many creature types resist or are immune to poison damage and the poisoned condition, limiting effectiveness against certain enemies.
Visual Effect Impact. The greenish ray creates visible magical effects that might affect stealth operations or provide environmental atmosphere.
Disease Theme Integration. The spell's sickness theme can enhance encounters in diseased areas, plague scenarios, or corruption-themed adventures.
Common Rulings & Clarifications
Attack Roll Mechanics. The spell requires successful ranged spell attack rolls, with misses providing no damage or condition effects.
Condition Duration. The poisoned condition lasts until the end of the caster's next turn, providing one full round of disadvantage effects.
Damage Type Consistency. Ray of Sickness deals poison damage exclusively, making it subject to poison resistance and immunity effects.
Scaling Calculation. Higher-level slots increase damage by 1d8 per level above 1st, making 2nd-level casting deal 3d8 damage.
Alternative Applications
Non-Combat Weakening. Inflicting the poisoned condition during skill challenges, contests, or social encounters requiring ability checks.
Interrogation Support. The poisoned condition's disadvantage on ability checks might aid in breaking down resistant subjects.
Environmental Storytelling. Creating disease-like effects that enhance narrative themes about corruption, plague, or magical contamination.
Related Spells
Poison Magic Comparison. Poison Spray offers area damage, while Ray of Sickness provides single-target damage with condition effects.
Condition Infliction. Various spells impose different conditions, while Ray of Sickness specifically targets through poison damage and effects.
Necromancy Progression. The spell leads to more powerful necromancy effects that manipulate life force, disease, and corruption.
Scaling Analysis
Good Damage Progression. The 1d8 per slot level scaling makes Ray of Sickness competitive with other damage spells when upcast appropriately.
Consistent Condition Value. The poisoned condition remains tactically relevant regardless of character level or damage scaling.
Campaign Integration. Effectiveness varies with poison-resistant enemy frequency and campaign themes involving disease or corruption.
Narrative Flavor
Sickening Energy Manifestation. The spell should emphasize disease, nausea, and corruption with visible signs of magical contamination and weakness.
Greenish Ray Description. The distinctive coloration should evoke poison, disease, or corruption with appropriately unsettling visual characteristics.
Condition Effects. The poisoned state can be described as nausea, weakness, disorientation, or other symptoms that justify the mechanical disadvantages.