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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 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 2014). Other rule changes can be found on their [[D&D 5e Rule Changes|related pages]]. | ||
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 | 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 rule from the 2024 5e revision or other material from future playtests, that is considered a rule change from D&D 5e. | ||
==General== | ==General== | ||
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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. | ||
** The attack modifier and/or save DC for scroll spells cast by a character without a spellcasting feature is determined using Intelligence for Fighters and Rogues, Wisdom for Monks, and Charisma for Barbarians. | |||
* 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 second upgrade when reaching level 10 instead of level 11, e.g. {{SAI|Fire Bolt}} deals 3d10 damage 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. | ||
* Summoning spells such as [[Conjure Elemental]] or [[Animate Dead]] that originally lasted more than one minute are no longer [[Concentration]] spells and last until the next [[Long Rest]]. It is possible for one character to have multiple Summons actively out at once, as long as each was summoned from a different spell. | |||
* [[Concentration]] on a spell is automatically broken, without a saving throw, if the caster becomes [[Prone (Condition)|Prone]] for any reason. | * [[Concentration]] on a spell is automatically broken, without a saving throw, if the caster becomes [[Prone (Condition)|Prone]] for any reason. | ||
** 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. | ** 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. | ||
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|{{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. | ||
|- | |- | ||
|{{SAI|Resistance (Cantrip)|Resistance}}||-||The bonus to saving throws is applied automatically until the spell ends. Using it once does not end the spell. | |{{SAI|Resistance (Cantrip)|Resistance}}||-||The bonus to saving throws is applied automatically until the spell ends. Using it once does not end the spell. Can be used in conversations when a dialogue choice triggers a saving throw. | ||
|- | |- | ||
|{{SAI|Sacred Flame}}||-||- | |{{SAI|Sacred Flame}}||-||- | ||
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|{{SAI|True Strike}}||Range increased from 30 ft to 60 ft||While the spell's description says two turns, it is effectively until the end of the caster's next turn like in D&D 5e. This is because the spell's duration includes the turn on which it was cast. Unlike in 5e, the advantage can be used with an attack roll made on the same turn the spell is cast. | |{{SAI|True Strike}}||Range increased from 30 ft to 60 ft||While the spell's description says two turns, it is effectively until the end of the caster's next turn like in D&D 5e. This is because the spell's duration includes the turn on which it was cast. Unlike in 5e, the advantage can be used with an attack roll made on the same turn the spell is cast. | ||
|- | |- | ||
|{{SAI|Vicious Mockery}}||-||The spell causes the caster to make a verbal quip which is voice acted. | |{{SAI|Vicious Mockery}}||-||The spell causes the caster to make a verbal quip which is voice acted. The insult is chosen randomly from a list of several. | ||
|} | |} | ||
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|<nowiki>-</nowiki> | |<nowiki>-</nowiki> | ||
|- | |- | ||
|{{SAI|Bane ( | |{{SAI|Bane (spell)|Bane}} | ||
|<nowiki>-</nowiki> | |<nowiki>-</nowiki> | ||
| - | | - | ||
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|Duration reduced from 1 minute to 3 rounds | |Duration reduced from 1 minute to 3 rounds | ||
|The spell does ''not'' end if you attack another creature, or if an ally harms or targets, or end your turn more than 30 ft away. | |The spell does ''not'' end if you attack another creature, or if an ally harms or targets, or end your turn more than 30 ft away. | ||
If cast by an enemy on a player-controlled character, the player actually loses control of the target character entirely; the target will spend its turns attacking the caster to the best of their ability. | |||
|- | |- | ||
|{{SAI|Create or Destroy Water}} | |{{SAI|Create or Destroy Water}} | ||
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|{{SAI|Fog Cloud}} | |{{SAI|Fog Cloud}} | ||
|Range reduced from 120 ft to 60 ft. Persists for as long as you maintain concentration. | |Range reduced from 120 ft to 60 ft. Persists for as long as you maintain concentration. | ||
| | |Cloud radius decreased from 20 ft to 15 ft; increase in radius for upcasting reduced from 20 ft per level to 7 ft per level. The cloud cannot be dispersed by wind. | ||
|- | |- | ||
|{{SAI|Goodberry}} | |{{SAI|Goodberry}} | ||
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|This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. The concentration is to maintain the burning effect on the target, rather than the spell's effect on your weapon. | |This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. The concentration is to maintain the burning effect on the target, rather than the spell's effect on your weapon. | ||
|- | |- | ||
|{{SAI|Shield}} | |{{SAI|Shield (spell)|Shield}} | ||
|<nowiki>-</nowiki> | |<nowiki>-</nowiki> | ||
|Reaction only raises when you can contest the attack roll to make it miss. | |Reaction only raises when you can contest the attack roll to make it miss. | ||
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|{{SAI|Hold Person}}||-||The spell itself is not changed, but note that the range for automatic critical hits is increased from 5 ft to 10 ft for ''all'' [[Paralysed (Condition)|Paralyse]] effects. | |{{SAI|Hold Person}}||-||The spell itself is not changed, but note that the range for automatic critical hits is increased from 5 ft to 10 ft for ''all'' [[Paralysed (Condition)|Paralyse]] effects. | ||
|- | |- | ||
|{{SAI|Invisibility}}||Duration reduced to 1 minute instead of 1 hr.||- | |{{SAI|Invisibility (spell)|Invisibility}}||Duration reduced to 1 minute instead of 1 hr.||- | ||
|- | |- | ||
|{{SAI|Knock}}||-||Cannot be used to open something that has had {{SAI|Arcane Lock}} cast on it, instead of suppressing that spell's effects for 10 minutes. | |{{SAI|Knock}}||-||Cannot be used to open something that has had {{SAI|Arcane Lock}} cast on it, instead of suppressing that spell's effects for 10 minutes. | ||
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|{{SAI|Scorching Ray}}||Range reduced from 120 ft to 60 ft||- | |{{SAI|Scorching Ray}}||Range reduced from 120 ft to 60 ft||- | ||
|- | |- | ||
|{{SAI|See Invisibility}}||Lasts until Long Rest instead of 1 hour.||Does not provide the ability to see into the Ethereal Plane, which in general is not implemented in BG3. | |{{SAI|See Invisibility (spell)|See Invisibility}}||Lasts until Long Rest instead of 1 hour.||Does not provide the ability to see into the Ethereal Plane, which in general is not implemented in BG3. | ||
|- | |- | ||
|{{SAI|Shatter}}||-||- | |{{SAI|Shatter}}||-||- | ||
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|{{SAI|Silence}}||Range reduced from 120 ft to 60 ft||Note that although spell components are not a thing in BG3, some spells ''are'' explicitly immune to this, and it's generally spells that lack verbal components in 5e. | |{{SAI|Silence}}||Range reduced from 120 ft to 60 ft||Note that although spell components are not a thing in BG3, some spells ''are'' explicitly immune to this, and it's generally spells that lack verbal components in 5e. | ||
|- | |- | ||
|{{SAI|Spiritual Weapon}}||-||The weapon is considered | |{{SAI|Spiritual Weapon}}||-||The weapon is considered a creature and can be directly attacked. It has AC 10, 20 HP, and all ability scores 10; it has immunity to psychic and poison damage, and resistance to all other damage types except Force. Upcasting the spell adds 8 HP for every 2 extra slot levels, in addition to the damage increase. | ||
The weapon behaves like a summoned creature, with its own turn in the initiative order, rather than requiring the caster to use a bonus action to activate it. Unlike in 5e, it is not possible for the same caster to summon more than one at a time. | |||
A limited set of weapon types are available: greataxe, greatsword, halberd, maul, spear, and trident. The weapon can use the [[Weapon actions]] associated with the selected weapon type. However, the save DC for these is fairly low (fixed at 12) and does not scale with the spell slot level or any of the caster's stats. | |||
|- | |- | ||
|{{SAI|Spike Growth}}||Range reduced from 150 ft to 60 ft. Duration increased from 10 minutes to until long rest for as long as you can maintain concentration.||- | |{{SAI|Spike Growth}}||Range reduced from 150 ft to 60 ft. Duration increased from 10 minutes to until long rest for as long as you can maintain concentration.||- | ||
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|{{SAI|Glyph of Warding}}||Range increased from touch to 30 feet, and only takes an action to cast. The radius is fixed to 13 ft||The caster may select from the Explosive Runes option with all associated damage types, or use glyphs that cause creatures to fall asleep or get pushed away. There is no generic option to have the glyph trigger a spell of the caster's choice. | |{{SAI|Glyph of Warding}}||Range increased from touch to 30 feet, and only takes an action to cast. The radius is fixed to 13 ft||The caster may select from the Explosive Runes option with all associated damage types, or use glyphs that cause creatures to fall asleep or get pushed away. There is no generic option to have the glyph trigger a spell of the caster's choice. | ||
|- | |- | ||
|{{SAI|Grant Flight}} (Fly)||Duration reduced to 1 minute||Name changed so to avoid confusion with the [[Fly ( | |{{SAI|Grant Flight}} (Fly)||Duration reduced to 1 minute||Name changed so to avoid confusion with the [[Fly (class action)|Fly]] action that creatures with a flying speed have. The target's movement speed increases to 60 ft and they are able to fly between two points, but they must end each move on the ground. | ||
|- | |- | ||
|{{SAI|Haste}}||-||The [[Hastened (Condition)|hastened]] condition the target receives from the spell is allows the target to take an additional action with no limits, similar to [[Action Surge]]. The target can multiattack or cast a spell with the hastened action. | |{{SAI|Haste}}||-||The [[Hastened (Condition)|hastened]] condition the target receives from the spell is allows the target to take an additional action with no limits, similar to [[Action Surge]]. The target can multiattack or cast a spell with the hastened action. | ||
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|{{SAI|Lightning Bolt}}||-||- | |{{SAI|Lightning Bolt}}||-||- | ||
|- | |- | ||
|{{SAI|Mass Healing Word}}||-|| | |{{SAI|Mass Healing Word}}||-||Heals all allies in range rather than being limited to 6. | ||
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|{{SAI|Plant Growth}}||Range reduced from 150 ft to 60 ft. Radius reduced from 100 ft to 20 ft.||The caster can only choose the option that causes creatures to use quadruple movement. The spell can be ended if it is hit by any fire damage. | |{{SAI|Plant Growth}}||Range reduced from 150 ft to 60 ft. Radius reduced from 100 ft to 20 ft.||The caster can only choose the option that causes creatures to use quadruple movement. The spell can be ended if it is hit by any fire damage. | ||
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|{{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}}||-||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|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)|Invisibility]] spell. | ||
|- | |- | ||
|{{SAI|Guardian of Faith}}||Duration reduced from 8 hours to 10 Turns.||The Guardian now acts as a summoned creature with associated stat block and can be defeated by enemies. It loses hit points when it deals damage, instead of disappearing after it has dealt a certain amount of damage. | |{{SAI|Guardian of Faith}}||Duration reduced from 8 hours to 10 Turns.||The Guardian now acts as a summoned creature with associated stat block and can be defeated by enemies. It loses hit points when it deals damage, instead of disappearing after it has dealt a certain amount of damage. |