Disintegrate

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.

At a Glance

Level
6th
School
Transmutation
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No

How Disintegrate Works

Casting Time1 action
Range60 feet
ComponentsV, S, M (a lodestone and a pinch of dust)
DurationInstantaneous
Saving ThrowDexterity

Available to:

SorcererWizard

Damage

10d6 + 40 force(Dexterity)

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.

Common Mistakes

Common Mistake
Forgetting that a successful save means NO damage - it's all or nothing unlike most save spells
Common Mistake
Not realizing magic items survive disintegration - they fall in the dust pile
Common Mistake
Thinking any spell can revive a disintegrated creature - only true resurrection or wish work

DM Tips

DM Tip
This can destroy magical force effects like wall of force and resilient sphere
DM Tip
Average damage of 75 makes this extremely deadly - warn players about enemy casters with this

Sources & Further Reading