|Older translations||Hurt / Firebal|
Sizz is often depicted as a line of fire that affects a group of enemies, as opposed to Frizz hitting a single enemy with a fireball. The flames intensify and movements grow more elaborate as the spell line advances. With few exceptions, Sizz deals between 16~24 damage for 4 MP.
- 1 Appearances
- 1.1 Dragon Quest
- 1.2 Dragon Quest II
- 1.3 Dragon Quest III
- 1.4 Dragon Quest IV
- 1.5 Dragon Quest V
- 1.6 Dragon Quest VI
- 1.7 Dragon Quest VII
- 1.8 Dragon Quest VIII
- 1.9 Dragon Quest IX
- 1.10 Dragon Quest X
- 1.11 Dragon Quest XI
- 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
Originally translated as Hurt and is one of only two damaging spells in the game. The one-on-one style battles meant that it could only hit one enemy since there were never any groups to fight.
|Hurt||Firebal||ギラ (Gira)||Lv.4||2||Damages the enemy for 5~12 HP|
|Hurtmore||Firebane||ベギラマ (Begirama)||Lv.19||5||Damages the enemy for 58~65 HP|
In remade versions of the game, the spell will deal 16~20 damage instead.
The Prince of Cannock learns this spell at level 3, and it allows hit to damage a single enemy for 15~25 in the original. The spells deals 16~20 damage in the SFC and GBC remakes, and will cost 2 MP in these versions. In the smart phone version, the spell has been changed (again) to adhere to the latter series convention, now hitting one group of enemies for 10~17 damage for 3 mp.
Learned by Magi and Sages at level 7. This entry is when the spell found its identity as a group-targeting hex, and has dealt 16~24 damage for 4 MP ever since.
|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.