[RPG] What level should this exhaustion-causing spell be

dnd-5ehomebrew-reviewspells

Sap strength
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of a jellyfish)
Duration: Instantaneous
Choose a creature that you can see within range. The target gains a level of exhaustion, or its level of exhaustion is increased by one.
At higher levels: You can target one additional creature.

No save!

6 castings of this spell can kill any one target, who is not immune. But it takes 6 rounds, which is longer than most encounters.
One casting is about as useful as the first level Hex. There is no concentration needed, but this does not increase DPR.

I was thinking level 2, considering you need two rounds just to halve the target's speed.
What level should this spell be?


To avoid pulling opinion-based answers: an ideal answer will reference similar spells (if someone has homebrewed and playtested a similar effect). In the absence of that, answers from experience related to the exhaustion mechanic, effects that grant exhaustion (be it from cursed items or other penalties imposed by the DM), or other effects that impose penalties that are like exhaustion are acceptable as well.

Best Answer

This spell is not designed in a way that lines up with the 5e rules. Because this doesn't offer a save or an attack roll, I'm inclined to say that it can't be fit into the existing spell system except maybe as a ninth-level spell (many of which bend the power curve). Even if it required a save, the enormous power scaling on subsequent castings would be a problem. Consider that once they reach exhaustion level 3, the target has disadvantage on all rolls, including rolls to resist further uses of the spell.

The best evidence I have for a spell level would be fifth level. That's the level of Greater Restoration, which removes a level of exhaustion. Other effects that GR removes (Bestow Curse, Flesh to Stone, etc.) can be generated by 3rd-6th level spells, so that seems a roughly equivalent level.

However, I highly recommend a save or an attack roll, and possibly an effect of "once you successfully save against this spell, you automatically save against subsequent castings for 24 hours." Note that even the Power Word spells, some of the few offensive spells that can kill or disable without a roll, are level 8 or 9 and have HP limits that roughly correspond to the HP totals of CR ~10 monsters.