Disintegrate
Level 6 · Transmutation
- Save
- AOE
Disintegrate is a transmutation spell at level 6, sitting on the sorcerer and wizard lists. Cast time: Action. Range 60 feet, components V/S/M, duration instantaneous. Material: a lodestone and dust. Effect: You launch a green ray at a target you can see within range. At higher levels: The damage increases by 3d6 for each spell slot level above 6.
Stat Block
- Level
- 6
- School
- Transmutation
- Casting Time
- Action
- Range / Area
- 60 feet (10-foot cube)
- Components
- V, S, M
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Sorcerer, Wizard
- Material
- a lodestone and dust
Description
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 Force damage. If this damage reduces it to 0 Hit Points, it and everything nonmagical it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-Cube portion of it.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Disintegrate is Transmutation — the school of change, here taken to its extreme: the target is changed from existing to not existing. 10d6+40 force damage on a failed Con save; if the damage reduces the target to 0 HP, the target is reduced to a pile of fine grey dust.
Class Fit
- Sorcerer: Sorcerers know Disintegrate as one of their headline 6th-level picks. Empowered Spell makes the dice reroll, and Heightened Spell forces disadvantage on the Con save against a single high-priority target.
- Wizard: Wizards prep Disintegrate at level 11 onwards. The spell is the canonical tier-3 single-target deletion option — used against the right creature, the encounter ends on the cast.
Tactical play (Doungim editorial)
10d6+40 force damage to a single target on a failed Dex save. Reduces to dust on kill. Best target: high-HP, low-Dex boss. Pair with Hold Monster (auto-fail Dex saves while paralyzed) for the level-7 combo.
Related Spells
Frequently Asked Questions about Disintegrate
- What level spell is Disintegrate?
- Disintegrate sits at level 6 in the Transmutation school of magic, prepared by Sorcerer, Wizard.
- What save does Disintegrate require?
- Disintegrate calls for a Dexterity save against the caster's DC. Success conditions are described in the spell text.
- What is the range of Disintegrate?
- Disintegrate has a range of 60 feet from the caster.
- What components and casting time does Disintegrate need?
- The spell uses v, s, m components. The other notable details — Material component: a lodestone and dust.
- Can Disintegrate be upcast?
- Upcasting Disintegrate works as follows: The damage increases by 3d6 for each spell slot level above 6.