Withering Ray (5e Spell)

You create three rays of necromantic energy and hurl them at targets within range. You can hurl them at one target or several.

Withering Ray
2nd-level necromancy
Casting time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 necrotic damage. If this damage reduces an organic target to 0 hit points, it dies instantly and withers into a husk. Inorganic targets such as constructs (except wood or flesh constructs) do not wither but are not immune to this spell's damage.

This spell automatically causes up to a 10-foot cube of nonmagical plants, excluding plant creatures, to wither on a hit.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.


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