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Disintegrate

Transmutation
Level: 6th-level
Casting Time: 1 action
Range: 60 feet
Duration: Instantaneous
Components: V, S, M
Materials: A lodestone and a pinch of dust.

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. If this damage reduces the target to 0 hit points, it is disintegrated. 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.

Spell Details

School: Transmutation
Level: 6
Ritual: No
Concentration: No
Classes: Sorcerer, Wizard
S-Tier Guaranteed instant kill on failed save with massive damage on success, bypassing most defensive mechanics.

Player Guide

Disintegrate is best used against single high-value targets like boss enemies, constructs, or objects blocking your party's progress. The 10d6 damage (avg 35) on a failed save is reliably lethal against most creatures, while the spell's ability to destroy objects and magical constructs provides unmatched utility. Position yourself safely before casting, as the spell has a 60-foot range and requires a ranged spell attack, making it ideal when enemies can't reach you.

DM Tips

Disintegrate is a save-or-suck spell that can trivialize encounters; consider using it as a villain's threat or reward powerful enemies with legendary saves. Remember the 10d6 damage on a successful save still provides substantial output, and the spell's inability to affect creatures in other planes limits its abuse potential.