|Older names||Hurt / Firebal|
Up until Dragon Quest III, Sizz was a single fireball that attacks a single enemy. Ever since then, Sizz is now depicted as a line of fire that attacks a group of enemies; Frizz would now take Sizz's place as a single fireball that hits one enemy. The flames intensify and movements grow more elaborate as the spell line advances.
- 1 Appearances
- 1.1 Dragon Quest
- 1.2 Dragon Quest II: Luminaries of the Legendary Line
- 1.3 Dragon Quest III: The Seeds of Salvation
- 1.4 Dragon Quest IV: Chapters of the Chosen
- 1.5 Dragon Quest V: Hand of the Heavenly Bride
- 1.6 Dragon Quest VI: Realms of Revelation
- 1.7 Dragon Quest VII: Fragments of the Forgotten Past
- 1.8 Dragon Quest VIII: Journey of the Cursed King
- 1.9 Dragon Quest IX: Sentinels of the Starry Skies
- 1.10 Dragon Quest X
- 1.11 Dragon Quest XI: Echoes of an Elusive Age
- 1.12 Dragon Quest Heroes: The World Tree's Woe and the Blight Below
- 1.13 Super Smash Bros. Ultimate
- 2 Enemy versions
- 3 Battle Visuals
- 4 Gallery
Sizz is one of the two damaging spells in the game.
|Hurt||Firebal||ギラ (Gira)||Lv.4||2||Damages the enemy for 5~12 HP (16~20 in the remakes)|
The Prince of Cannock learns this spell at level 3. It deals 15~25 damage the original version, but increased in the game's remakes, now dealing 16~20. and will cost 2 MP in these versions. In the smart phone remake, the spell has been changed to adhere to the latter series convention, now hitting one group of enemies for 10~17 damage for 3 MP.
Sizz is learned by Magi and Sages at level 7. It deals 16~24 damage for 4 MP. This entry is when the spell first gained its ability to hit a group of enemies.
|Liquid metal slime||--|
Sizz is learned immediately upon becoming a Mage in all versions of the game.
Sizz is learned by both The Hero and Jessica at level 11. It deals an average of 16~24 damage and will increase in power once the character's wisdom surpasses 40, capping at 29~35 once they reach 70 wisdom.
Sizz and its advanced incarnations do not appear in Dragon Quest IX, though their effects can be replicated by use of weapons such as the Cautery Sword.
The Sizz line returns as a spell family exclusive to Dancers, who learn the first spell at level 14 and can cast if for 3 MP. Damage calculation is Magical Might x 0.25 + 7 with a cap of 80~90 and an in-game spread of 6 meters.
Sizz can be learned by Maya for 4 skill points and costs 5 MP to cast. It is the main spell that she can cast in battle. When used, she creates a column of fire that launches in front of her. Maya can upgrade the spell and also cast Sizzle and Kasizz by charging up Sizz.
Sizz is available to the Hero through his Command Selection ability. It costs 8 MP to cast, and sends a small swirl of flames horizontally outwards that will ignite the ground beneath a foe on contact. The initial flare will deal 13.5% damage.
In II, the spell hits for 8~16 in all versions, and targets all three luminaries in the mobile version onwards. In III sizz singes all characters for 10~18 damage. This range would remain consistent up until VIII. In that title the spell hits for 8~14 points.