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}}This page describes any changes that have been made to the rules of certain [[spells]] in ''Baldur's Gate 3'' (BG3), from their original specifications in ''Dungeons and Dragons 5th Edition'' (D&D 5e). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]].
}}This page and [[D&D 5e Rule Changes|related pages]] summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).


The rule changes described on this and related pages are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.
The rule changes described on this page and [[D&D 5e Rule Changes|related pages]] are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.


There will be rapid changes to these pages at BG3's launch, so leaving relevant comments with any edits are strongly encouraged.
==General==
==General==
* In the same turn, you can use both your action and bonus action to cast non-cantrip spells.
* In the same turn, you can use both your action and bonus action to cast non-cantrip spells.
** Example: {{SAI|Fireball}} (action) and {{SAI|Misty Step}} (bonus action) can be cast during the same turn.
:* Example: {{SAI|Fireball}} (action) and {{SAI|Misty Step}} (bonus action) can be cast during the same turn.
* No spells have a '''somatic component'''. You can cast spells without a free hand, such as while wielding a weapon and wearing a shield.
* No spells have a '''somatic component'''. You can cast spells without a free hand.
* All spells have an implicit '''verbal component''' and cannot be cast while {{IconLink|Silenced Condition Icon.png|Silenced (Condition)|Silenced|size=24}}, unless the spell description specifically mentions that it can be cast while Silenced.
* All spells have an implicit '''verbal component''' and cannot be cast while {{IconLink|Silenced Condition Icon.png|Silenced (Condition)|Silenced|size=24}}, unless the spell description specifically mentions that it can be cast while Silenced.
** [[Way of the Four Elements]] spells lack verbal components.
** [[Way of the Four Elements]] spells lack verbal components.
* No spells have a '''material component'''. There are no component pouches or spellcasting foci in the game.
* No spells have a '''material component'''. There are no component pouches or spellcasting foci in the game.
** To cast spells from the [[Bard]] spell list, Bards either use their equipped musical instrument or whistle. This visually acts as a spellcasting focus.
:* To cast spells from the [[Bard]] spell list, Bards either use their equipped musical instrument or whistle. This visually acts as a spellcasting focus.
* All spells have a '''casting time''' of a single [[Action]], [[Bonus Action]] or [[Reaction]]. Some spells that have a longer casting time in D&D 5e have been modified so that they cannot be cast in combat.
* All spells have a '''casting time''' of a single [[Action]], [[Bonus Action]] or [[Reaction]]. Some spells that have a longer casting time in D&D 5e have been modified so that they cannot be cast in combat.
** [[Ritual Spells]] are always cast as a ritual when cast outside of combat, and ritual casting does not increase the casting time. Some spells which are not ritual spells in 5e have become so (see below).
** [[Ritual Spells]] are always cast as a ritual, and always take their normal casting time instead of 10 minutes.
* Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. This has led to many spells having a reduced '''range''', often 60 ft.
* Combat areas tend to have a large amount of verticality, but are rather small in horizontal size. This has led to many spells having a reduced '''range''', often 60 ft.
** Spells with a range of '''Touch''' have been changed to a range of 5 ft.
** Spells with a range of '''Touch''' have been changed to a range of 5 ft.
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** Most spells with a duration of more than one minute in D&D 5e have been modified to last until taking a Long Rest.
** Most spells with a duration of more than one minute in D&D 5e have been modified to last until taking a Long Rest.
* [[Scrolls]] can be used by any character, regardless of their class, level or [[Intelligence]] score. No ability check is needed to successfully cast a scroll.
* [[Scrolls]] can be used by any character, regardless of their class, level or [[Intelligence]] score. No ability check is needed to successfully cast a scroll.
* Cantrips get their second upgrade when reaching level 10 instead of level 11, e.g. {{SAI|Fire Bolt}} deals 3d10 damage by level 10.
* Cantrips get their 2nd damage increase when reaching level 10 instead of level 11, e.g. {{SAI|Fire Bolt}} deals 3d10 by level 10.
* No spells of 7th level or higher are available, as 7th level spell slots are generally first acquired at class level 13 and BG3's level cap is 12.
* No spells of 7th level or higher are available, as 7th level spell slots are generally first acquired at class level 13 and BG3's level cap is 12.
* [[Concentration]] on a spell is automatically broken, without a saving throw, if the caster becomes [[Prone (Condition)|Prone]] for any reason.
=== Reaction Spells ===
** The lack of a saving throw for this makes knocking a spellcaster over often a more reliable way of breaking their concentration than damaging them.
When choosing whether to use a reaction spell, players have access to a lot more information than they normally would in D&D 5e. For example:
* Spells that allow multiple attack rolls against separate targets (such as [[Scorching Ray]], or [[Eldritch Blast]] at level 5+) require all of the targets to be selected before casting the spell. As clarified in the ''Sage Advice Compendium'', in 5e the caster is allowed to target, roll, and resolve each attack separately before choosing the target for the next one.
* When choosing whether to cast a spell that can modify the result of an attack roll, you are told the result of the attack roll, the required roll needed for a hit, and whether the attack roll was a critical hit or miss.
* When choosing whether to use an ability that can modify the result of another creature's spell, you are told the name of the spell being cast, whether or not it was upcast, the spell DC, and the result of any saving throw (if applicable).
** No [[Arcana]] check is needed to determine the type of spell being cast.


=== Reaction spells ===
==Cantrips==
When choosing whether to use a reaction, players have access to a lot more information than they normally would in D&D 5e. For example:
 
* When choosing whether to use a reaction that can modify the result of an attack roll or impose advantage or disadvantage, you are told the result of the attack roll, the required roll needed for a hit, and whether the attack roll was a critical hit or miss.
* All damaging cantrips receive their final damage die upgrade at level 10 rather than level 11.
* You can choose to use a reaction that imposes advantage or disadvantage after the check or save is first rolled.
* When choosing whether to use a reaction that can modify the result of another creature's spell, you are told the name of the spell being cast, whether or not it was upcast, the spell DC, and the result of any saving throw (if applicable).
** No [[Arcana]] check is needed to identify the spell being cast.


==Cantrips==
{| class="wikitable"
{| class="wikitable"
|+Changes to cantrips
|+Cantrip Changes
|-
|-
!Spell name!!Range and
!Spell Name!!Range and
duration changes
Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Acid Splash}}||-||Affects all creatures within a 2 m / 7 ft radius.
|{{SAI|Acid Splash}}||-||Affects all creatures within a 2 m / 7 ft radius.
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|{{SAI|Fire Bolt}}||Range reduced from 120 ft to 60 ft||-
|{{SAI|Fire Bolt}}||Range reduced from 120 ft to 60 ft||-
|-
|-
|{{SAI|Friends}}||-||You lose -10 reputation with whoever you cast Friends on when the spell ends in Balanced [[difficulty]] and above. This can sometimes be avoided by casting Friends while under effects of [[Disguise Self]], except against playable [[Origins]].
|{{SAI|Friends}}||-||You lose -10 reputation with whoever you cast Friends on when the spell ends in Balanced [[difficulty]] and above. This can sometimes be avoided by casting friends while under effects of [[Disguise Self]] except against Playable Origins.
|-
|-
|{{SAI|Guidance}}||-||The bonus to ability checks is applied automatically until the spell ends. Using it once does not end the spell. It can be cast during conversation without consequences.
|{{SAI|Guidance}}||-||The bonus to ability checks is applied automatically until the spell ends. Using it once does not end the spell. You can cast this during mid conversation without consequences, Example: Persuading a guard who believes you are a thief, in tabletops casting guidance in front of them for the persuasion would cause them to notice and get penalized by the DM.
|-
|-
|{{SAI|Light}}||Duration increased from 1 hour to until Long Rest.||Radius of shed light increased to 25 ft, instead of 20 ft bright and an additional 20 ft dim.
|{{SAI|Light}}||Duration increased from 1 hour to until Long Rest.||Radius of shed light increased to 25 ft, instead of 20 ft bright and an additional 20 ft dim.
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|{{SAI|Poison Spray}}||-||-
|{{SAI|Poison Spray}}||-||-
|-
|-
|{{SAI|Produce Flame}}||Duration increased from 10 minutes to until Long Rest.||Added to the Cleric spell list. Radius of shed light increased to 30 ft, instead of 10 ft bright and an additional 10 ft dim.
|{{SAI|Produce Flame}}||Duration increased from 10 minutes to until Long Rest.||Radius of shed light increased to 30 ft, instead of 10 ft bright and an additional 10 ft dim.
|-
|-
|{{SAI|Ray of Frost}}||-||Can freeze a water or blood surface to become an ice surface. Hitting a target standing on such a surface will also freeze said surface and force everyone standing in it to roll a Dexterity saving throw or be knocked prone.
|{{SAI|Ray of Frost}}||-||Can freeze a water or blood surface to become an ice surface. Hitting a target standing on such a surface will also freeze said surface and force everyone standing in it to roll a Dexterity saving throw or be knocked prone.
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|{{SAI|Shocking Grasp}}||-||-
|{{SAI|Shocking Grasp}}||-||-
|-
|-
|{{SAI|Thaumaturgy}}||Range reduced from 30 ft to self||Grants advantage on Intimidation and Performance checks. Can be used during a conversation if an option using one of these skills is selected.
|{{SAI|Thaumaturgy}}||Range reduced from 30 ft to self||Grants advantage on Intimidation and Performance checks.
|-
|-
|{{SAI|Thorn Whip}}||-||-
|{{SAI|Thorn Whip}}||-||-
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|}
|}


==First level spells==
==First Level Spells==


{| class="wikitable"
{| class="wikitable"
|+Changes to first level spells
|+First Level Spell Changes
|-
|-
!Spell name!!Range and
!Spell Name!!Range and
duration changes
Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Animal Friendship}}
|{{SAI|Animal Friendship}}
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|{{SAI|Feather Fall}}
|{{SAI|Feather Fall}}
|Radius reduced from 60 ft to 30 ft.
|Radius reduced from 60 ft to 30 ft.
|Feather fall becomes a bonus action to cast in most scenarios, but there are some cutscenes where you may use the spell as well. Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.''' In 5E casting time is a Reaction, not in BG3 (has to be precast so you need to plan to be blown off a rooftop etc.)
|Feather fall becomes a bonus action to cast in most scenarios, but there are some cutscenes where you may use the spell as well. Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|-
|-
|{{SAI|Find Familiar}}
|{{SAI|Find Familiar}}
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|{{SAI|Longstrider}}
|{{SAI|Longstrider}}
|Duration increased to until long rest.
|Duration increased to until long rest.
|Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.''' Uniquely among BG3 spells, it can be cast at a higher level when ritual casting.
|Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|-
|-
|{{SAI|Mage Armour}}
|{{SAI|Mage Armour}}
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|{{SAI|Thunderous Smite}}
|{{SAI|Thunderous Smite}}
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. Unlike the other Smite spells, [[Thunderous Smite]] does not require concentration, since BG3 applies that to the persistent effect which this spell does not have. The target always gets pushed back 10 feet on hit, and the save is only to resist falling prone.  
|This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. Unlike the other Smite spells, [[Thunderous Smite]] does not require concentration, since BG3 applies that to the persistent affect which this spell does not have. The target always gets pushed back 10 feet on hit, and the save is only to resist falling prone.  
|-
|-
|{{SAI|Thunderwave}}
|{{SAI|Thunderwave}}
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|}
|}


==Second level spells==
==Second Level Spells==


{| class="wikitable"
{| class="wikitable"
|+ Changes to second level spells
|+ Second Level Spell Changes
|-
|-
! Spell name!!Range and
! Spell Name!!Range and
duration changes
Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Aid}}||Lasts until long rest||Affects all allies within range, not a limited number. [[Downed (Condition)|Downed]] allies heal an additional 1 hit point similar to a help action.
|{{SAI|Aid}}||Lasts until long rest||Affects all allies within range, not a limited number. [[Downed (Condition)|Downed]] allies heal an additional 1 hit point similar to a help action.
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|{{SAI|Branding Smite}}||-||This is part of the attack action, and will only consume the bonus action and spell slot if the attack lands. The concentration is to maintain the frightened effect on the target, rather than the spell's effect on the caster's weapon.
|{{SAI|Branding Smite}}||-||This is part of the attack action, and will only consume the bonus action and spell slot if the attack lands. The concentration is to maintain the frightened effect on the target, rather than the spell's effect on the caster's weapon.
|-
|-
|{{SAI|Calm Emotions}}||-||The spell only includes the option to make humanoids in the area immune to the [[Charmed (Condition)|Charmed]] or [[Frightened (Condition)|Frightened]] conditions. However, it also deactivates (and prevents further activation of) the [[Rage]] ability used by [[Barbarian|Barbarians]] and certain other creatures, which, while a logical interpretation, is not a function of the 5e version as written.
|{{SAI|Calm Emotions}}||-||The spell only includes the option to make humanoids in the area immune to the [[Charmed (Condition)|Charmed]] or [[Frightened (Condition)|Frightened]] conditions.
|-
|-
|{{SAI|Cloud of Daggers}}||Size increased from a 5 ft square to a 7 ft radius circle. ||-  
|{{SAI|Cloud of Daggers}}||Size increased from a 5 ft square to a 7 ft radius circle. ||-  
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|}
|}


==Third level spells==
==Third Level Spells==


{| class="wikitable"
{| class="wikitable"
|+Changes to third level spells
|+Third Level Spell Changes
|-
|-
!Spell name!!Range and
!Spell Name!!Range and
duration changes
Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Animate Dead}}||-||The caster can choose between a zombie or skeleton with each cast. Both creatures have different stat blocks than what is in the Monster Manual, and can be found on the [[Animate Dead|spell's page]].
|{{SAI|Animate Dead}}||-||The caster can choose between a zombie or skeleton with each cast. Both creatures have different stat blocks than what is in the Monster Manual, and can be found on the [[Animate Dead|spell's page]].
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|{{SAI|Blinding Smite}}||-||Concentration is not required to maintain the Blinded status on the target.
|{{SAI|Blinding Smite}}||-||Concentration is not required to maintain the Blinded status on the target.
|-
|-
|{{SAI|Blink}}||-||Ends concentration effects on others (i.e Haste, Invisibility) when phased to other plane
|{{SAI|Blink}}||-||-
|-
|-
|{{SAI|Call Lightning}}||Range reduced from 120 ft to 60 ft. Duration reduced from 10 minutes to 1 minute||The radius is 7 ft, and therefore able to hit a group of targets that are tightly packed together.
|{{SAI|Call Lightning}}||Range reduced from 120 ft to 60 ft. Duration reduced from 10 minutes to 1 minute||The radius is 7 ft, and therefore able to hit a group of targets that are tightly packed together.
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|{{SAI|Remove Curse}}||-||There are no cursed items/equipment that require attunement, hence this not being mentioned in the description.
|{{SAI|Remove Curse}}||-||There are no cursed items/equipment that require attunement, hence this not being mentioned in the description.
|-
|-
|{{SAI|Revivify}}||The spell's range is increased to 30 feet, and when cast the caster can bring the ally back to life with 1 hp at any location in the spell's AOE.||There is no time limit on using revivify. Revivify can be used regardless of how damaged, burned or mutilated the body is. If the body went missing such as falling into a chasm, a blue soul spawns in its place which can be used to revive the target. The spell can only be used on [[Companions]] or the player character.
|{{SAI|Revivify}}||The spell's range is increased to 30 feet, and when cast the caster can bring the ally back to life with 1 hp at any location in the spell's AOE.||There is no time limit on using revivify. Revivify can be used regardless of how damaged, burned or mutilated the body is. If the body went missing such as falling into a chasm, a blue soul spawns in its place which can be used to revive the target.
|-
|-
|{{SAI|Sleet Storm}}||Range reduced to 60 feet, radius reduced to 30 feet||Spell does not make the area heavily obscured. Fire damage will melt away the ice surface, but it will return if the caster continues to concentrate.
|{{SAI|Sleet Storm}}||Range reduced to 60 feet, radius reduced to 30 feet||Spell does not make the area heavily obscured. Fire damage will melt away the ice surface, but it will return if the caster continues to concentrate.
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|}
|}


==Fourth level spells==
==Fourth Level Spells==
{{stub|section}}
{| class="wikitable"
{| class="wikitable"
|+Changes to fourth level spells
|+Fourth Level Spell Changes
|-
|-
!Spell name!!Range and
!Spell Name!!Range and
duration changes
Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Banishment}}||Duration reduced from 1 Minute / 10 rounds to 2 rounds.||Does not have the secondary effect of permanently banishing extra-planar entities (e.g. Celestials, Fiends) at the end of the spell.
|{{SAI|Banishment}}||Duration reduced from 1 Minute / 10 rounds to 2 rounds.||Does not have the secondary effect of permanently banishing extra-planar entities (e.g. Celestials, Fiends) at the end of the spell.
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|{{SAI|Freedom of Movement}}||Duration increased from 1 hour to Long Rest.||Removes the [[Stunned (Condition)|Stunned]] condition (in addition to [[Paralysed (Condition)|Paralysed]] and [[Restrained (Condition)|Restrained]]). Does not affect underwater movement, as there is none in BG3.
|{{SAI|Freedom of Movement}}||Duration increased from 1 hour to Long Rest.||Removes the [[Stunned (Condition)|Stunned]] condition (in addition to [[Paralysed (Condition)|Paralysed]] and [[Restrained (Condition)|Restrained]]). Does not affect underwater movement, as there is none in BG3.
|-
|-
|{{SAI|Grasping Vine}}||-||The vine is treated as a summoned creature which has 26 hit points, an AC of 13, and its own place in the initiative order.
|{{SAI|Grasping Vine}}||-||Casting time increased to Action from Bonus Action. The vine is treated as a summoned creature which has 6 hit points, an AC of 10, and its own place in the initiative order.
|-
|-
|{{SAI|Greater Invisibility}}||-||Invisible creature must now make increasingly difficult [[Stealth]] checks when attacking, casting spells, or doing anything else that would automatically end the basic [[Invisibility]] spell.
|{{SAI|Greater Invisibility}}||-||Invisible creature must now make increasingly difficult [[Stealth]] checks when attacking, casting spells, or doing anything else that would automatically end the basic [[Invisibility]] spell.
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|}
|}


==Fifth level spells==
==Fifth Level Spells==
{{stub|section}}
{| class="wikitable"
{| class="wikitable"
|+Changes to fifth level spells
|+Fifth Level Spell Changes
!Spell name
!Spell Name
!Range and duration changes
!Range and Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Banishing Smite (Melee)|Banishing Smite}}
|{{SAI|Banishing Smite (Melee)|Banishing Smite}}
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|{{SAI|Conjure Elemental}}
|{{SAI|Conjure Elemental}}
|Range reduced to 18 m / 60 ft instead of 90 ft.
|Range reduced to 18 m / 60 ft instead of 90 ft.
|Rather than any elemental below a certain Challenge Rating, the caster can summon one of four specific types. At level 6, four stronger types become available. The conjured creature will never go hostile against those who summoned them since Concentration is not required to maintain control of the summoned creature.
|Rather than any elemental below a certain Challenge Rating, the caster can summon one of four specific types. At level 6, four stronger types become available. Concentration is not required to maintain control of the summoned creature.
|-
|-
|{{SAI|Contagion}}
|{{SAI|Contagion}}
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|}
|}


==Sixth level spells==
==Sixth Level Spells==
Upcasting benefits are not listed for any sixth level spells, as it is not possible to acquire spell slots of 7th level or higher in the game.
{{stub|section}}
 
* Upcasting benefits are not listed for any sixth level spells, as it is not possible to acquire spell slots of 7th level or higher in the game.


{| class="wikitable"
{| class="wikitable"
|+Changes to sixth level spells
|+Sixth Level Spell Changes
!Spell
!Spell
!Range and duration changes
!Range and Duration Changes
!Other changes
!Other Changes
|-
|-
|{{SAI|Arcane Gate}}
|{{SAI|Arcane Gate}}
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|-
|-
|{{SAI|Heal}}
|{{SAI|Heal}}
|Range reduced to 1.5 m / 5 ft, instead of 60 ft.
| -
| -
| Has a secondary memory restoration effect if cast on a character with the [[The Dark Urge (origin)|Dark Urge]] origin.
|-
|-
|{{SAI|Heroes' Feast}}
|{{SAI|Heroes' Feast}}
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|}
|}


==See also==
==Related D&D 5e Rule Change Pages==


*[[D&D 5e rule changes]]
*[[D&D 5e Rule Changes]]
*[[D&D 5e class changes]]
*[[D&D 5e Class Changes]]
*[[D&D 5e race changes]]
*[[D&D 5e Race Changes]]
*[[D&D 5e feat changes]]
*[[D&D 5e Feat Changes]]
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