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D&D 5e spell changes
This page and 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 page 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.
There will be rapid changes to these pages at BG3's launch, so leaving relevant comments with any edits are strongly encouraged.
General
- In the same turn, you can use both your action and bonus action to cast non-cantrip spells.
- Example: (action) and (bonus action) can be cast during the same turn.
- 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
- Way of the Four Elements spells lack verbal components.
, unless the spell description specifically mentions that it can be cast while Silenced.
- 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.
- All spells have a spellcasting time of a single Action, Bonus Action or Reaction. Some spells that have a longer spellcasting time in D&D 5e have been modified so that they cannot be cast in combat.
- 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.
- All spell durations are either until taking a Long Rest, or are measured in rounds (up to 10 rounds).
- 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.
Reaction Spells
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:
- 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 casted, 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.
Cantrips
Spell Name | Range and
Duration Changes |
Other Changes |
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- | Affects all creatures within a 7 ft radius | |
- | 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 | |
(prev. Chill Touch) | Range reduced from 120 ft to 60 ft | Undead have disadvantage on all attacks for a round, not just attacks against the caster. |
Range reduced from 120 ft to 60 ft | Cannot be moved as a bonus action, can only have one light at a time which sheds bright light in a 30 ft radius. | |
Range reduced from 120 ft to 60 ft | May cast three beams at level 10, rather than level 11. | |
Range reduced from 120 ft to 60 ft | - | |
- | 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. | |
The spell doesn't end after being used for an ability check. | - | |
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. | |
Range increased to 60 ft. | Requires concentration; can only be cast once per short rest. | |
Range increased to 60 ft | Requires concentration, does not break stealth to cast. The spell is limited to making a distraction which NPCs may move or turn to investigate. | |
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- | The 1d4 to saving throws can be applied for as long as concentration is maintained up to the spell's duration (1 minute). | |
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Range reduced to self | Grants advantage on Intimidation and Performance checks | |
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Range increased 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 | |
- | The spell causes the caster to make a verbal quip which is voice acted. |
First Level Spells
Spell Name | Range and
Duration Changes |
Other Changes |
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Range increased to 60 ft, duration reduced from 24 hrs to 1 minute | Once the spell ends, the creature knows it was Charmed and might attack the spellcaster. | |
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Range increased from 15 to 17 ft | - | |
Range increased from 30 to 60 feet, duration reduced from 1 hr to 1 minute | On Explorer and higher difficulty you will lose reputation with whoever you cast Charm Peson on when the spell ends. This can sometimes be avoided by casting Charm Person while under the effects of . | |
Range reduced from 90 to 60 feet | The spell will only do 3d8 damage if you select thunder damage. If you choose any of the other elements it does 2d8 damage and creates a relevant surface at the target’s feet. | |
Range increased from 15 to 17 ft | Always blinds creatures with an HP total of 33 hit points + 11 HP per upcast level. Instead of rolling the 6d10+2d10 per upcast level, though 33+11x is the average of such a roll. | |
- | The spell's tooltip describes this as requiring Concentration, but this appears to be a typo. | |
Duration reduced 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 area of effect is a 15 ft radius circle, rather than 30 ft cube. This radius increases by 5 ft per spell level. | The option to fill or destroy water from a container is not present. Create water will create a water surface and cause creatures in the area to be subject to the wet condition, while destroy water removes water surfaces and the wet condition. | |
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Duration increased from 1 hr to until long rest | You can only choose from preset appearances that do not resemble any of the game's NPCs. Became a Ritual spell. | |
- | The target does not have to use their reaction to flee, but is frightened for 2 rounds | |
Duration reduced from 1 minute to 3 rounds | - | |
(Jump) | - | Became a Ritual spell. |
- | 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 ensared effect, rather than the spell's effect on your weapon. Help action automatically frees the target with no check required. | |
Area changed from a 20 ft square to a circle with 10 ft radius | Creatures can be restrained each turn they are in the spell area, rather than just those present at the initial cast. | |
Duration increased from 10 minutes to until long rest, but still requires concentration | - | |
Area of effect is changed from a 20 ft cube to a circle with a 20 ft radius. | - | |
Duration increased from 1 hr to until long rest | Grants a flat 7 temp hp rather than the 1d4+4. Higher levels casts still grant an addition 5 more temporary hitpoints | |
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 Ritual spell. | |
Casting time is instant, and can only be cast while out of combat | Limited to cat, crab, frog, rat, raven, and spider unless a class feature like Pact of the Chain grants additional options. They are able to attack, and have special moves with unique effects. Details found on her | |
Range reduced from 120 ft to 60 ft. Persists for as long as you maintain concentration. | As of EA patch 9 there is no known way to dispel with gust of wind or other similar effect. | |
- | Only 4 berries are summoned, each of which can be consumed by a character holding as a bonus action for 1d4 healing | |
Instead of a 10 ft cube, it is a circle with 15 ft diameter | Grease can be lit on fire which does fire damage (amount of damage unknown) to creatures in the area and also ends the spell. | |
Range reduced from 120 ft to 60 ft | - | |
Radius slightly increased from 5 ft to 7 ft. | Concentration is not required. (uncertain if using the spell consumes a bonus action if the attack misses) | |
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Unlimited range | - | |
Spell lasts for as long as the caster can maintain concentration, range reduced to 60 ft | As of EA patch 9 the spell is bugged, causing hex damage to activate a second time on eldritch blast if you have agonizing blast Eldritch Invocation. | |
Spell lasts for as long as the caster can maintain concentration, range reduced to 60 ft | - | |
Radius slightly increased from 5 ft to 7 ft. | - | |
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Duration increased until long rest, concentration still not required | Became a Ritual spell. | |
Duration is until long rest | - | |
Range reduced to 60 ft | - | |
Duration is increased from 1 hr to until Long Rest, concentration is still required. | The effect does not mention granting advantage on future saves if the target is already charmed, frightened, or possessed. Verification required on if this means the spell automatically ends such conditions, or if the spell has no effect on an existing condition. | |
While the spell's description says two turns, it is effectively until the end of your next turn like in 5e | - | |
Range increased to 60 ft | Enemies cannot attack the warded target for the duration of the spell. They do not get to make a save and try to attack the protected creature. If the warded creature attacks, they get the Sanctuary Blocked resulting in them unable to gain Sanctuary for 1 turn. | |
- | 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. | |
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Duration increased til long rest for as long as you can maintain concentration | - | |
Range reduced to 60 ft, duration reduced to 2 turns | Always makes creatures with a hit point total of 24 fall asleep, which increases by 8 for higher level casts of the spell. There is no rolling of 5d8+2d8 per upcast level. Unusually, the average of such a roll would be 22.5+9x. Thus, this spell is, on average, more powerful in BG3 when cast with a level 1 and 2 spell slot. | |
Duration increased to until long rest, and concentration is still required. | Owlbears are classified as beasts in BG3, so this spell allows you to communicate with them. Similar houserules may exist elsewhere | |
Range increased to 60 ft | Currently the spell also applies the unconscious effect, meaning that melee attacks within 5 feet automatically crit. (possible bug) | |
- | 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. | |
Cube size slightly increased from 15 ft to 17 ft | - | |
Range increased form 30 ft to 60 ft | - | |
Verification required on duration | 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 frightened effect on the target, rather than the spell's effect on your weapon. |
Second Level Spells
Spell Name | Range and
Duration Changes |
Other Changes |
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Lasts until long rest | Affects all allies within range, not a limited number. But it does not affect an ally if they are downed. | |
Lasts 10 turns instead of 100. | - | |
Lasts until long rest, but still requires concentration | - | |
Distance increased to 60 ft | Deafen is not an option, the target can only be blinded | |
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- | 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. | |
- | The spell only includes the option to make humanoids in the area immune to charmed or frightened | |
Size increased from a 5 ft square to a 7 ft radius circle. | Damage is applied on cast as well as the start of turn of any creatures in the area. | |
Duration is reduced to three rounds | Does not require the caster to use their action to control the target. The target will automatically attack the closest creature to them, rather than a target of the caster's choosing within melee range. | |
Duration reduced to 1 minute. Can only be targetted on a point, and cannot target an object. | Devil's Sight eldritch invocation prevents darkness from blinding those with the eldritch invocation or creatures like Imps, and allows one to make melee attacks in Darkness properly. But as of EA patch 9 Devil's Sight does not allow for ranged attacks through magical darkness. (possible bug) | |
Duration changed from 8 hours to until Long Rest | The range of darkvision granted by the spell is reduced to 40 feet in line with reductions to the racial darkvision features. | |
Duration increased from 1 minute to until Long Rest so long as the caster maintains concentration | There are dialogue prompts to use detect thoughts at specific instances. Became a Ritual spell. | |
Duration increased from 1 hour to until long rest for as long as the caster can maintain concentration. | Bear's Endurance gives 7 temp hp, rather than 2d6. Cat's grace gives resistance to falling damage rather than mitigating fall damage from 20 ft or less. | |
- | The weight changes according to whether the caster uses enlarge or reduce, but the formula for determining the new weight of the affected creature is different. | |
Range is 20 ft instead of 60 | - | |
Duration increased from 10 minutes to until long rest as long as the caster can maintain concentration | The blade can be equipped or unequipped, but cannot leave the caster's inventory. | |
- | At the end of combat the chained party members of your group will all group back together. That includes this flaming sphere returning to its caster, where it may damage them and others for the remaining duration of the spell. If you have this spell active at the end of combat, prepare to pause and drop concentration or give orders for the sphere to stay away. | |
AoE is 40 ft instead of 60. Spell is immediate rather than lasting 10 turns and requiring concentration. | Since the spell is immediate the direction cannot be changed after the fact. Off Balance does not half the movement speed of the victims if they try to move towards the caster. | |
- | If a target has a metal weapon and metal armor then this spell will prioritize the weapon. If a weapon is the spell's target then they must pass a Constitution save or else drop the weapon. | |
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Duration reduced to 1 minute instead of 1 hr. | - | |
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- | The tooltip just says it removes a disease or "condition" afflicting the target.Verification required on what "conditions" this encapsulates. | |
Lasts until long rest or until the caster loses concentration | As of EA patch 9 this spell can be applied to magic weapons, and does stack with any magical bonuses from that weapon. | |
Range reduced from 90 ft to 60 ft. | - | |
- | The spell still grants three illusory duplicates, but each gives you a +3 to AC. Each time an attack misses, one of these duplicates disappears. | |
Range increased from 30 ft to 60 ft | - | |
Range reduced from 120 ft to 60 ft, cylinder radius reduced from 5 ft to 3.3 ft | Does not have the effect to revert shapechangers. The damage is applied when a creature enters the area (whether that be by an initial cast of the spell, or moving the spell over the creature) as well as the start of a creature's turn who begins that turn in the affected area which can effectively double the spell's damage. | |
Duration increased from 1 hr to until long rest for as long as the caster maintains concentration. | - | |
- | The target cannot make investigation checks to end the spell. The flavorful aspects of the spell are replaced by changing the damage type on subsequent turns from psychic to the damage type that affected it last. | |
Can only be cast outside of combat, where it is then cast instantaneously | - | |
Duration increased from 1 hour to until long rest, and concentration is still not required | Neutralizes all poisons affecting the targets instead of just one, continues to grant the other effects. | |
- | The creature does not get to make a save to end the effect. | |
Range reduced from 120 ft to 60 ft | - | |
Lasts until Long Rest instead of 600 turns. | - | |
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Range reduced from 120 ft to 60 ft | Casting all spells is impossible while in the area of effect | |
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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. | - | |
- | There is no stipulation that the spell ends if the caster and the target move more than 60 ft from one another. | |
Duration increased from 1 hour to until long rest for as long as you can maintain concentration. | If a creature jumps onto web, then it will prevent all falling damage. Web can be lit on fire and does fire damage (formula for fire damage needs verification) which also burns away the web. |
Third Level Spells
Spell Name | Range and
Duration Changes |
Other Changes |
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- | The caster can choose between a zombie or skeleton with each cast. Both creatures have different statblocks than what is in the Monster Manual, and can be found on the spell's page | |
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- | Concentration is not required to maintain the Blinded status on the target. | |
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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. | |
- | Verification required on mechanics for countering spells cast at a higher level than the spell slot. | |
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The light radius is only 50 ft | The spell can only target a point or a weapon, but not other objects. Daylight is considered sunlight which affects creatures that are sensitive to sunlight such as Shadows and a certain Vampire. | |
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Duration reduced to 3 turns. | - | |
Duration reduced to 1 minute | - | |
Range reduced to 60 ft | Blast radius reduced to 15 feet. | |
Duration increased from 1 hour to until long rest so long as the caster maintains concentration | Does not reduce the target's movement speed. The target becomes tiny in size, which is how the game mechanically allows them to fit through small spaces | |
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. | |
(Fly) | Duration reduced to 1 minute | 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. |
- | The 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. | |
Range reduced from 150 ft to 60 ft | - | |
Duration reduced to two rounds. Range reduced from 120 ft to 60 ft. Area of effect changed from a 30 ft square to a circle with radius 15 ft. | - | |
- | The spell is not on the attack roll, rather it is a traditional spell and the save against the extra damage also affects the primary damage. | |
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- | Heals everyone in your party including to (none-construct/undead) summons and temporary allies (marked green) as long as they have line of sight with the caster and in range of the spell, there's no limit for how many can be healed. Neutral allies (marked yellow) are unaffected since you cannot select targets with this spell. | |
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. | |
Duration increased from 1 hr to until long rest | - | |
- | There is no mention of removing cursed magic item effects in the description, and it may be that there are no cursed items in the game (verification required). | |
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. | |
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. | |
Range is 60 ft instead of 120. | - | |
The spell is cast on self, giving the caster the ability to speak with the dead. The duration is increased from 10 minutes to until long rest. Concentration is not required. | The creature will still not talk with their killer, but one can sometimes get around this by using disguise self. Each corpse can only be subject to the spell once. The deceased will not be able to talk if they were finished off by acid, fire, lightning, necrotic, or radiant damage. Became a Ritual spell. | |
The radius is reduced to 10 ft. Duration reduced to 1 minute | - | |
Range is reduced to 60 ft | The spell is considered a poison effect for the purposes of immunity or advantage on saving throws. It is unable to be dispelled using wind effects. | |
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(Aura of Vitality) | - | - |
Fourth Level Spells
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Fifth Level Spells
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
Sixth Level Spells
This section is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |