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
How Disintegrate Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S, M (a lodestone and a pinch of dust) |
| Duration | Instantaneous |
| Saving Throw | Dexterity |
Available to:
Damage
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
DM Tips
Sources & Further Reading
- Disintegrate — D&D 5e Wikidot — Full SRD text
- Disintegrate — Roll20 Compendium — Structured reference
- Disintegrate — D&D Beyond — Official digital reference