Category:Ranged attack spells

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The following spells may require a ranged spell attack roll.

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.
Blades of Grass 0 transmutation Your transform up to two blades of grass into daggers or sickles.
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.
Chill Touch 0 necromancy A ghostly hand chills a creature to deal necrotic damage and prevent heart points recovery.
Delayed Flying Object 6 4th transmutation
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.
Fire Bolt 0 evocation You hurl a mote of fire at a creature or object within range.
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.
Frost Bolt 0 evocation Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes.
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.
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.
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.
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.
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.
Power Beam 0 evocation You launch a beam of force from your melee weapon to attack from afar.
Produce Flame 0 conjuration You hurl a mote of fire at a creature or object 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.
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.
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.
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.
Zip Zap 2 1st evocation Up to three bolts leap towards creatures in range. Each bolt can deal 1d6 lightning damage and subtract 5 feet from the target's movement.