Category:Defenseless spells

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The following spells normally do not require any attack roll or saving throw.

Name MP Lv School Summary
Aegis 0 abjuration A creature within 60 feet of you that you can see gains resistance to all damage other than bludgeoning, piercing, and slashing until the start of your next turn.
Aid 3 2nd abjuration Your spell bolsters your allies with toughness and resolve, boosting maximum heart points.
Air Slash 0 transmutation You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll.
Animal Messenger 3 2nd enchantment Instruct a Tiny beast to deliver a message, traveling potentially hundreds of miles to do so.
Animal Shapes 11 8th transmutation You transform any number of willing creatures within 30 feet into beasts (CR 4 or lower) for up to 24 hours.
Antilife Shell 7 5th abjuration For up to 1 hour, creatures other than undead and constructs cannot come within 10 feet of you.
Antimagic Field 11 8th abjuration A 10-foot radius sphere around you suspends or dispels all magic effects within it.
Arcane Hand 7 5th conjuration You summon a Large hand to do your bidding for up to 1 minute.
Baneful Ray 7 5th evocation You project a ray of divine power to bane a creature up to 60 feet away.
Barkskin 3 2nd transmutation Provide a creature with bark-like skin for up to 1 hour, giving it an AC that doesn't fall below 16.
Barrier 2 1st abjuration Your bonus action grants a creature a +2 bonus to AC for up to 10 minutes.
Beast Shape 5 3rd transmutation Transform into a beast of your choice for 1 hour.
Bestowed Magic 5 3rd conjuration You send your magic to any creature you can see or name, granting it one of several small boons.
Brew 3 2nd conjuration You brew medicine that can be used to restore heart points, stamina points, or magic points.
Brink 2 1st abjuration Your bonus action lets nearby friendly creatures add their proficiency bonus to their death saving throws.
Ceremonial Rite 3 2nd abjuration A 10-minute ceremony lays a protective blessing upon a creature with varying benefits depending on recent events.
Circle of Invisibility 4 2nd illusion You create a 20-foot cylinder that turns creature inside of it invisible for up to 10 minutes.
Clairvoyance 5 3rd divination You create a sensor up to 1 mile away that sees or hears on your behalf, lasting for up to 10 minutes.
Conjure Chilfos 5 3rd conjuration Summon one or more chilfos, icy humanoid-shaped creatures, to obey your commands.
Conjure Marionette 3 2nd conjuration You summon a skull puppet in an unoccupied space that you can see within range.
Conjure Wolf Spirit 3 2nd conjuration
Control Weather 11 8th transmutation You take control of the weather within 5 miles of you for the duration.
Cooling Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Courage 2 1st enchantment For 1 minute a creature regains temporary heart points at the each of its turns, and can't be frightened.
Craft Rod 2 1st transmutation You create a fire rod, ice rod, or lightning rod.
Dancing Lights 0 evocation Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Darkvision 3 2nd transmutation A creature you touch gains darkvision for 8 hours.
Daruk's Shield 6 4th abjuration A creature you touch repels up to three attacks that would otherwise hit it.
Death March 6 4th necromancy You empower yourself and nearby allies with the life-draining force of death.
Death Ward 6 4th abjuration
Detect Magic 2 1st divination Sense the presence of magic within 30 feet of you.
Detect Poison and Disease 2 1st divination Sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
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 Power 7 5th enchantment Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Dragon Claws 2 1st transmutation Grow draconic claws on yourself or a creature you touch, granting a powerful unarmed strike.
Druidcraft 0 transmutation Whispering to the spirits of nature, you create one of several minor effects.
Elemental Barrier 3 2nd abjuration
Ember Aura 9 6th abjuration Provide resistance to cold damage in an aura around you for 8 hours.
Ethereal Bridge 6 4th conjuration You create a glass-like bridge up to 100 feet long and 20 feet wide over a chasm, river, or other obstacle.
Fairy 3 2nd transmutation You briefly transform into a fairy of navigation.
Fairy Familiar 2 1st conjuration Conjure a friendly, tiny fairy to help and assist you indefinitely.
False Life 2 1st necromancy Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary heart points for 1 hour.
Farore's Courage 2 1st enchantment For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
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.
Floormaster's Grasp 5 3rd transmutation You transform part of your body into a giant hand to violently grab hold of a creature.
Fly 5 3rd transmutation A willing creature you touch gains a flying speed of 60 feet for the duration.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Foresight 13 9th divination A creature you touch can see into the immediate future. For 8 hours, the target has advantage on all attack rolls, ability checks, and saving throws, etc.
Freedom of Movement 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Fresh Cores 10 7th transmutation Reduce your maximum magic points to create two Ancient Cores that can be used in other technomancer features.
Great Fairy's Grace 3 2nd conjuration Your bonus action creates an aurora that restores heart points to you or friendly creatures which touch it.
Great Fairy Fountain 7 5th transmutation You magically enhance a spring to provide healing to any who enter it.
Great Life Tree 11 8th conjuration Conjure a Gargantuan tree which sheds light, and can heal or harm those in its radius.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Greater Restoration 7 5th conjuration You imbue a creature you touch with positive energy to undo one debilitating effect.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Heal 8 6th evocation A creature within 60 feet of you regains 10d12 heart points.
Healing Word 2 1st evocation Your bonus action restores a few heart points to a creature within 60 feet of you.
Hearty 3 2nd abjuration A creature you touch gains temporary heart points equal to 1d10 + your spellcasting ability modifier for the duration, or until you cast this spell again.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Illumination 3 2nd evocation Create daylight out to a wide radius for 10 minutes or longer.
Illusory Script 1 1st illusion You write a script that appears true to creatures you designate, but illusory to all other creatures.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Incinerating Impacts 8 5th evocation Your bonus action enhances a weapons with fiery magic.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Laser Focus 3 2nd divination Your supernatural focus into a creature grants improvements to checks and damage rolls targeting it.
Lesser Restoration 3 2nd abjuration You touch a creature and can end either one disease or one lesser condition afflicting it.
Life 2 1st conjuration You heal the wounds of a creature you touch.
Life Resonance 5 3rd evocation For 1 minute, each turn you can use your bonus action to restore 10 heart points to a creature within 30 feet of you.
Life Tree Fruit 9 6th conjuration You create three fruits which when ingested provide several healing and bolstering effects.
Light 0 evocation You touch one object, causing it to shed bright light in a 20-foot radius and dim light for an additional 20 feet
Locate Creature 6 4th divination Sense the direction of a familiar creature you specify if it is within 1,000 feet of you.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Lotus of Life 3 2nd evocation You take a minute to restore more than 2d10 heart points to up to six different creatures.
Lullaby 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Mage Armor 2 1st abjuration A creature you touch gains an AC of 13 + its Dexterity modifier.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Magic Missile 2 1st evocation Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage.
Magic Mouth 3 2nd illusion You implant a message within an object in range, a message that is uttered when a trigger condition is met.
Magic Touch 4 2nd conjuration Your touch restores magic points or stamina points to another creature.
Mass Heal 13 9th evocation Restore up to 700 heart points, divided as you choose among all creatures within 60 feet of you.
Maze 12 8th conjuration You banish a creature that you can see within range into a labyrinthine demirealm.
Mending 0 transmutation This spell repairs a single break or tear in an object you touch.
Mercy 3 2nd abjuration Your reaction brings back to life a creature that has just died.
Message 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Mind Blank 12 8th abjuration One creature you touch becomes immune to divination spells, the charmed condition, psychic damage, and any effect that senses its thoughts.
Minor Illusion 0 illusion You create a sound or an image of an object (not a creature) within range that lasts for 1 minute.
Mipha's Healing Rain 6 4th evocation For 1 minute, whenever you cast a spell nearly friendly creatures regain a few heart points.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Muffle 1 1st illusion
Nayru's Love 12 8th abjuration A creature you touch becomes immune to damage other than psychic for up to 1 minute.
Nayru's Wisdom 5 3rd enchantment Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Passwall 7 5th transmutation A passage appears for 1 hour in a surface you specify, and reaches up to 20 feet deep.
Perceive Invisibility 2 1st divination For at least 1 minute, you see invisible creatures and objects as if they were visible.
Petal Glide 1 1st transmutation You are hurled 30 feet into the air, then glide for up to 1 minute.
Poe's Hand 2 1st transmutation A creature you touch gains an extra arm and hand for up to 1 hour.
Power Word Kill 13 9th enchantment You utter a word of power, instantly killing one creature with 100 or fewer heart points.
Power Word Stun 12 8th enchantment A creature within 60 feet of you with 150 heart points or fewer is stunned.
Prestidigitation 0 transmutation You create one of several minor magical effects.
Programmed Illusion 8 6th illusion You create a potentially complex illusion that activates when a certain criteria is met, and can activate repeatedly until dispelled.
Project Duplicate 10 7th illusion For up to 1 day, project a convincing illusory copy of yourself up to 500 miles away.
Protection from Energy 5 3rd abjuration A creature you touch gains resistance to one damage type you specify for up to 1 hour.
Protection from Poison 3 2nd abjuration A creature you touch is no longer poisoned, and is bolstered against poison for 1 hour.
Protection from Projectiles 7 5th abjuration A creature you touch gains resistance to ranged attacks for up to 1 hour.
Purify Food and Drink 1 1st transmutation Remove poison and disease from food and drink within a 5-foot-radius sphere.
Radiant Weapon 8 5th evocation A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour.
Rauru's Shield 7 5th abjuration A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour.
Razor Tome 0 transmutation Razor-sharp parchment flies out to slash one or more nearby creatures.
Reflecting Shield 3 2nd abjuration You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks.
Regulate Water 2 1st transmutation You either create, destroy, or drain water.
Remove Curse 5 3rd abjuration At your touch, all curses affecting one creature or object end.
Revivify 5 3rd necromancy You touch a creature that has died within the last minute, restoring it to 1 heart point.
Rod Spin 5 3rd evocation With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod.
Sage's Smite 1 1st evocation Your next melee attack surges with elemental power.
Sage Armor 2 1st abjuration You touch a creature to surround it with a transparent barrier of protective energy, potentially improving its AC.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Sandcast 0 evocation You hurl a swirling mass of sand at a creature to deal damage. A hit creature is damaged and suffers disadvantage on a Wisdom (Perception) checks or ranged attack roll.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Sending 4 3rd evocation You send a short message to any creature with which you are familiar over any possible distance.
Sequester 10 7th abjuration A willing creature or object you touch becomes hidden and enters suspended animation for any period of time.
Shapechange 13 9th transmutation You change into almost any creature for up to 1 hour.
Shroud of Spirits 5 3rd necromancy
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Silhouette 1 1st illusion
Snaring Strike 2 1st conjuration Your next melee attack restrains the target with thorny vines or shadowy ribbons, dealing damage each turn the target is restrained.
Song of Visibility 4 3rd divination Creatures within 30 feet of you that listen to your song can see what is otherwise invisible and have advantage on checks to find hiding creatures.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
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.
Stalagmite 0 evocation
Stasis 3 2nd abjuration You freeze an unattended object for 1 round. Any damage it takes is built up as momentum.
Stone Shape 6 4th transmutation You touch a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
Stoneskin 6 4th abjuration A creature you touch gains resistance to nonmagical bludeoning, piercing, and slashing damage for up to 1 hour.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Suppress Pain 4 2nd enchantment A creature gains temporary heart points at the start of each of its turns, and is immediately revived the first time it drops to 0 heart points.
Telepathic Bond 7 5th divination For 1 hour, up to 8 creatures of your choice can communicate telepathically with each other.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.
Time Stop 13 9th transmutation Briefly stop time for everyone but yourself.
Tiny Hut 5 3rd abjuration
Touch Wind 0 transmutation You seize the air and compel it to create one of several minor effects.
Transmute Weapon 0 transmutation Your touch transforms a weapon into a different but similar kind of weapon.
Tree 2 1st conjuration Conjure a Large tree in an unoccupied space in range. Use your bonus action to move the tree each turn.
True Resurrection 13 9th necromancy Taking an hour and 250,000 rp worth of diamonds, you bring back to life any creature that has died within the past 200 years.
True Seeing 9 6th divination A creature you touch gains truesight out to a range of 120 feet for 1 hour.
Unseen Servant 2 1st conjuration Create an invisible, Medium object that performs simple tasks at your bonus action command until the spell ends.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Breathing 5 3rd transmutation Grant up to ten creatures the ability to breathe underwater for 24 hours.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Waver 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you.
Wish 14 9th conjuration Change the fabric of reality with just a few words.
Witch's Familiar 2 1st conjuration Gain the indefinite aid of one Tiny beast.
Wizzwall 3 2nd abjuration A creature you touch is protected with elemental energy, gaining temporary heart points that damages incoming melee attackers.
Wizzward 1 1st abjuration Your reaction grants a creature minor protection against some damaging spells cast by its allies.

Pages in category "Defenseless spells"

The following 161 pages are in this category, out of 161 total.