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.
B
- Beamos (spell)
- Blade Barrier (spell)
- Blades of Grass (spell)
- Blast Bolt (spell)
- Blight (spell)
- Blinding Radiance (spell)
- Blizzard (spell)
- Bombos (spell)
- Breath of Dinraal (spell)
- Breath of Dragons (spell)
- Breath of Farosh (spell)
- Breath of Malice (spell)
- Breath of Naydra (spell)
- Bubble Blast (spell)
C
D
- Dark Dive (spell)
- Daruk's Magmatic Smite (spell)
- Darunia's Explosive Boulder (spell)
- Dead Hands (spell)
- Death (spell)
- Death March (spell)
- Deku Pirouette (spell)
- Delayed Blast Fireball (spell)
- Delayed Flying Object (spell)
- Dimension Door (spell)
- Din's Fire (spell)
- Din's Fist (spell)
- Din's Javelin (spell)
- Disintegrate (spell)
- Dispirit (spell)
- Dragon Claws (spell)
- Dragon Punch (spell)
- Dragon Rend (spell)
- Drain Vitality (spell)
E
F
- Feeblemind (spell)
- Fire Bolt (spell)
- Fire Shield (spell)
- Fire Storm (spell)
- Fireball (spell)
- Flame Charge (spell)
- Flame Choke (spell)
- Flame Strike (spell)
- Flame Vortex (spell)
- Flaming Sphere (spell)
- Flash Freeze (spell)
- Floormaster's Grasp (spell)
- Flying Object (spell)
- Freezing Sphere (spell)
- Frost Bolt (spell)
- Frostnip (spell)
I
M
P
R
S
- Sacred Flame (spell)
- Scorching Ray (spell)
- Seizing Bolt (spell)
- Sentinel (spell)
- Sever (spell)
- Shards of Twilight (spell)
- Shock Bolt (spell)
- Shocking Grasp (spell)
- Shroud of Spirits (spell)
- Singe (spell)
- Snowballs (spell)
- Sparkle (spell)
- Sphere of Death (spell)
- Spike Growth (spell)
- Spiritual Weapon (spell)
- Spook (spell)
- Static (spell)
- Storm of Vengeance (spell)
- Sunburst (spell)