Category:Ranged attack spells
From Legends of Hyrule
Jump to navigationJump to searchThe 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. |
Pages in category "Ranged attack spells"
The following 27 pages are in this category, out of 27 total.