Category:Damaging spells

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The following spells may directly deal damage.

Name MP Lv School Summary
Beamos 0 evocation Your eyes project a beam of searing energy, dealing more damage if you haven't moved since the start of your last turn.
Blade Barrier 9 6th evocation Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Blades of Grass 0 transmutation Your transform up to two blades of grass into daggers or sickles.
Blast Bolt 0 evocation You detonate volatile energy with a melee spell attack. If your attack misses, you take damage and are pushed back.
Blight 6 4th necromancy Necromantic energy washes over a creature of your choice that you can see within range.
Blinding Radiance 6 4th evocation You emit a bright flash, damaging and blinding nearby creatures.
Blizzard 11 8th evocation A roar of wind and pelting snow tears through an area 120 feet wide; limit movement, diminish senses, deal cold damage.
Bombos 11 8th evocation You send out a wave of flame that circles out from you in a spiral, followed by a series of thunderous explosions.
Breath of Dinraal 5 3rd evocation A vortex of flames swirls forth from mouth or hands, igniting creatures in a 20-foot cone originating from you.
Breath of Dragons 0 evocation You exhale a gout of elemental energy in a 10-foot cone.
Breath of Farosh 7 5th evocation A stroke of lightning-breath tears through a 30-foot line in front of you, potentially causing momentarily paralysis.
Breath of Malice 8 5th evocation You blast a cone-shaped detonation of pure hatred in a 60-foot cone to deal damage.
Breath of Naydra 6 4th evocation A blast of freezing breath assails a 10-foot cone in front of you, potentially freezing your enemies solid.
Bubble Blast 0 evocation You blow up an acidic bubble, and can either attack with it immediately for d8 damage or save it until your next turn for d12 damage.
Call Lightning 5 3rd evocation You call down a bolt of lightning to deal damage, and can do so every turn for up to 10 minutes.
Candle 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Caustic Cauldron 2 1st evocation You drop acid on a 10-foot-circle in range, dealing gradual damage to those covered in it.
Chain Lightning 9 6th evocation Create a bolt of lightning that arcs toward a target of your choice that you can see within range.
Chill Touch 0 necromancy A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Chromatic Burst 0 evocation You evoke a burst of elemental energy, potentially damaging several creatures at once.
Conjure Sol 11 8th conjuration Summon a powerful glowing orb that can either damage or empower those touched by the light it emits.
Control Water 6 4th transmutation You control freestanding water
Dark Dive 2 1st necromancy Grab hold of a creature with an electrocuting, life-draining palm.
Daruk's Magmatic Smite 6 4th evocation Your next melee attack blasts away the target with an explosion of magma.
Darunia's Explosive Boulder 11 8th conjuration You summon a huge, explosive rock and hurl in a straight line.
Dead Hands 3 2nd conjuration Ghostly hands grab hold of a creature, dealing necrotic damage and restraining it.
Death 1 1st necromancy You inflict wounds upon a creature you touch.
Death March 6 4th necromancy You empower yourself and nearby allies with the life-draining force of death.
Deku Pirouette 0 transmutation Your magically-enhanced twirl forces creature within 5 feet of you to succeed on a Dexterity save or take d6 slashing damage and suffer disadvantage on opportunity attacks against you.
Delayed Blast Fireball 10 7th evocation Create a fiery explosion that detonates either immediately or builds to an even greater explosion over a minute.
Delayed Flying Object 6 4th transmutation
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Din's Fire 7 5th evocation A sphere of flame arises around you that rapidly expands outward, engulfing your enemies.
Din's Fist 13 9th evocation Call down a ball of fire from the heavens to deal immense damage to creatures and structures in a 40-foot radius.
Din's Javelin 10 7th evocation You hurl a divine javelin up to 150 feet, with a hit dealing 6d12 damage and igniting the target.
Disintegrate 9 6th transmutation Deal 10d6 + 40 force damage to a creature, object, or a creation of magical force within 60 feet of you.
Dispirit 0 enchantment A creature must succeed on a Charisma save or take 1d6 psychic damage, but instead takes 1d10 damage if it has full heart points.
Dragon Claws 2 1st transmutation Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike.
Dragon Punch 8 5th evocation With the greatest draconic power, you send a creature flying with a devastatingly awesome blow.
Dragon Rend 3 2nd evocation You rip through the air with magically-manifested dragon claws, evoking gales of wind to cut through foes.
Drain Vitality 0 necromancy You drain the life from a creature to bolster your own vitality.
Earthquake 11 8th evocation For the duration, an intense tremor rips through a region of ground you specify, shaking creatures and structures atop it.
Eldin Fist 0 transmutation You transmute the hands of yourself or a willing creature you touch into stone and flame.
Eldin Smog 9 6th conjuration Conjure a cloud of fiery smoke that deals damage and blinds creatures.
Electric Wreath 8 5th evocation A creature is wreathed in magnetizing lightning bolts that wrap around its body.
Electrified Terrain 6 4th evocation A 20-foot square of ground becomes electrified, becoming difficult terrain and dealing lightning damage.
Ember 0 evocation A grounded creature within 20 feet of you must succeed on a Constitution saving throw or take 1d6 fire damage and be ignited for 1 minute.
Ether 12 8th evocation The sky's power sweeps down to strike all creatures in a 60-foot radius cylinder centered on you.
Feeblemind 12 8th enchantment A creature must succeed on an Intelligence saving throw or have its Intelligence and Charisma scores reduced to 1 indefinitely.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
Fire Shield 6 4th evocation For 10 minutes, a shield of hot or cold flames surround you, providing light and damaging those who hit you.
Fire Storm 10 7th evocation A storm made up of sheets of roaring flame appears in a location you choose within range.
Fireball 5 3rd evocation You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you.
Flame Charge 3 2nd evocation Your body is launched forward with fiery force up to 30 feet, and you can strike every creature in your path.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flame Strike 7 5th evocation A vertical column of divine flame deals fire and radiant damage. A successful Dex save halves damage.
Flame Vortex 2 1st evocation A cyclone of fire travels from you in a 30-foot line, dealing fire damage and igniting creatures.
Flaming Sphere 3 2nd conjuration You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Flash Freeze 8 5th evocation Creatures in a 20-foot cube take cold damage and may be petrified for up to 1 minute.
Floormaster's Grasp 5 3rd transmutation You transform part of your body into a giant hand to violently grab hold of a creature.
Flying Object 1 1st transmutation A Small nearby object shoots up to 100 feet in a straight line, potentially damaging a creature in its path.
Freezing Sphere 9 6th evocation A 60-foot-radius sphere explodes with cold energy, dealing immense cold damage and freez
Frost Bolt 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
Frostnip 0 transmutation A creature within 30 feet must succeed on a Constitution save or take 1d8 cold damage, or 1d12 cold damage if it is missing heart points.
Ganon's Fist 2 1st transmutation You unleash a single, supernaturally-powerful punch that sends foes flying.
Glacier Crash 2 1st evocation You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it.
Gravity Surge 12 8th transmutation You cause gravity to greatly intensify in a 50-foot radius cylinder.
Guardian Laser 8 5th evocation You charge up an extremely powerful beam of radiant energy, then shoot it at a target during your next turn.
Hand of Nayru 13 9th evocation
Heat Metal 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Hot Foot 4 2nd evocation Your movements are wreathed in flames until the start of your next turn, boosting your speed and dealing damage to creatures you move through.
Ice Cube 5 3rd evocation At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart.
Ice Shard 0 evocation You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range.
Ice Wave 4 2nd evocation You conjure a wave of water into a 30-foot cone, then freeze it, damaging and restraining creatures within it.
Icicle 1 1st evocation Conjure a icicle on a ceiling, then use your reaction to attack a creature as it moves underneath.
Icy Gale 2 1st evocation Creatures within 15 feet of you take cold damage and are pushed back 10 feet.
Igniting Impact 1 1st evocation Use your bonus action to ignite a creature you've already hit with a melee attack this turn.
Incinerate 8 5th evocation The target takes up to 9d6 fire damage, and is ignited for 4d6 damage by persistant fire.
Jolt Corpse 0 necromancy Compel a dead or undead creature into a sudden, jerking motion.
Knock Down 0 transmutation You force a creature towards the ground, potentially damaging it.
Laser Focus 3 2nd divination Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it.
Lightning Field 0 evocation An electrical field sweeps around you, forcing creatures within 5 feet of you to succeed on a Dex save or take lightning damage.
Luminous Lure 0 enchantment A creature must make a Charisma saving throw or be pulled 10 feet towards you, then take 1d8 radiant damage if it is within 5 feet of you.
Magic Missile 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Magnesis 0 transmutation You gain control of one object that is made mostly or entirely of iron in range that you can see, and levitate it at will.
Malevolent Mockery 0 enchantment Debilitating doubts deal psychic damage and impose disadvantage on an attack roll.
Marvelous Melody 0 enchantment Your melody damages adjacent creatures, and potentially charms them.
Mergewall 9 6th transmutation You transform a creature into a painting, merging it into a nearby wall.
Necrotic Ray 0 necromancy You sling a ray formed from necrotic energy to wither matter and rot the soul. A hit with this ranged spell attack deals 1d8 necrotic damage.
Nightmare Visage 4 2nd illusion A creature you touch becomes horrifying to its enemies, adding psychic damage and fear to its attacks.
Palm Blast 2 1st evocation A thunderous shockwave erupts from your hand in a 30-foot line, blasting black creatures in its path.
Petite Storm 2 1st evocation A small black cloud deals lightning damage to creatures which pass under it for up to 1 minute.
Piercing Note 0 evocation Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks.
Poison Spray 0 Conjuration Fling poisonous gas or fluid at a creature within 10 feet, which must succeed on a Constitution saving throw or take poison damage.
Poltergeist 4 2nd transmutation For the duration, you are surrounded with swirling objects that damage those who approach, and can use your action to pelt creatures with ghastly force.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Primordial Lightning 11 7th evocation Either devastate a creature with an almighty bolt of lightning, or empower a creature with primordial energy.
Prismatic Spray 10 7th evocation Eight multicolored rays of light flash into a 60-foot cone originating from you, causing an array of harm to those caught in the blast.
Produce Flame 0 conjuration You hurl a mote of fire at a creature or object within range.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Ray of Radiance 0 evocation You hurl a ball of light, dealing radiant damage and briefly illuminating the target.
Remote Bomb+ 2 1st conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Remote Bomb 0 conjuration You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion.
Roaring Breath 4 2nd enchantment Your tremendous roar deals thunder damage to creatures in a 15-foot cone, frightening them.
Rushing Wave 0 evocation A wave of water crashes into a creature to cause damage and push it away.
Ruto's Pirouette 0 evocation Slashing blades of water soak a creature, let you avoid opportunity attacks from it this turn, and let you regain movement.
Sacred Flame 0 evocation Flame-like radiance descends on a creature that you can see within range.
Scorching Ray 3 2nd evocation Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Sentinel 6 4th conjuration You conjure a stationary statue that lasts for 8 hours. It can shoot fiery projectiles.
Sever 0 transmutation Separate matter at its most fundamental level, dealing 1d12 slashing damage to a creature or object within 10 feet. Damage to an object is doubled.
Shards of Twilight 0 conjuration You hurl a glittering, mirror-like shard to shatter against a small group of creatures.
Shock Bolt 0 evocation You sling a jolt of electricity, which might flare up to shock creatures nearby your main target.
Shocking Grasp 0 evocation Lightning springs from your hand to deliver a shock to a creature you try to touch.
Shroud of Spirits 5 3rd necromancy
Singe 0 evocation A creature within 30 feet must succeed on a Constitution save or take 1d8 fire damage; 1d12 fire damage if it's unarmored.
Snowballs 3 2nd evocation Conjure a pile of 10 snowballs that can be thrown by yourself or other creatures for ranged spell attacks that deal cold damage.
Sparkle 0 evocation For 1 minute, you can replace your unarmed strikes with melee spell attacks that deal radiant damage.
Sphere of Death 5 3rd necromancy A 40-foot radius sphere emerges from a point within 150 feet, dealing 6d6 necrotic damage to creatures that fail a Constitution saving throw.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spiritual Weapon 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon.
Spook 0 enchantment A creature must succeed on a Charisma saving throw or take psychic damage and be unable to take reactions for 1 round.
Static 0 evocation A sudden charge of electricity arcs through a creature in range, dealing damage that will spread to an adjacent creature.
Storm of Vengeance 13 9th conjuration You create a powerful storm cloud up to a radius of 360 feet, which assails the area underneath for 1 minute.
Sunburst 12 8th evocation A brilliant flash of sunlight deals radiant damage and blinds several creatures.
Thunder 10 7th evocation Lightning storms all around you. Creatures in a 60-foot radius take 14d6 damage on a failed save, or have as much on a success.
Thunder Bolt 5 3rd evocation A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
Tremor 1 1st evocation You cause the ground around you to wildly shake, knocking nearby creatures prone and creating difficult terrain.
Twilit Ray 2 1st evocation You hurl a crackling black sphere of arcane energy at a creature or object in range to deal two types of damage.
Vampiric Touch 5 3rd necromancy For up to 1 minute, your touch deals 3d6 necrotic damage and heals you for half the damage dealt.
Voice of Farore 13 9th evocation For the duration, each turn you can call down a thunderous bolt of lightning that deals immense damage and can paralyze.
Wall of Fire 6 4th evocation Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.
Weird 13 9th illusion Each creature in a 30-foot sphere must make a Wis save or take psychic damage and become frightened of you.
Whip Winds 4 2nd evocation For up to 1 minute, you either lash out with a sudden gale at a creature or object, or whip winds around you to push back nearby creatures.
Withering Ray 3 2nd necromancy You sling up to three necrotic rays at one target or several. Each deals 2d6 necrotic damage on a hit.
Wizzbolt 7 5th evocation Three bolts are hurled to deal 3d12 damage, with each potentially inflicting different damage and ailments.
Wizzkick 2 1st transmutation Perform a magically-enhanced flying kick through your enemies.
Wizzro's Beam 7 5th evocation You push both hands forward to blast a searing beam of life-draining energy.
Wizzwall 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.

Pages in category "Damaging spells"

The following 139 pages are in this category, out of 139 total.