This list aims to catalogue spells which do not function as would be expected based on their tooltips, or which have other problems - or missing information - in their description, function, or location. This list is unlikely to be comprehensive as it is likely there are many issues with spells of which we are unaware.
As this list deals with problems that have a high likelihood of being changed in patches and hotfixes, it is likely that entries will be incorrect following an update.
All entries are currently correct as of Hotfix 33.
Upcast versions of this spell gain the ability to target multiple creatures, but as the spell lacks the SpellFlag IgnorePreviouslyPickedEntities the same creature can be selected multiple times, requiring a saving throw for each time they were selected.
The temporary hit points lack a StackPriority and as such are overridden by any other source of temporary hit points, even if the new source is of a lesser value.
Upcast versions of this spell gain the ability to target multiple creatures, but as the spell lacks the SpellFlag IgnorePreviouslyPickedEntities the same creature can be selected multiple times, requiring a saving throw for each time they are selected.
Despite purposely ignoring the functor which breaks Concentration, a StatusGroup error still breaks Concentration when vanishing.
When vanishing into the Ethereal Plane, equipped items are temporarily disabled. This causes item technical statuses that include OnRemoveFunctors (such as those used by Markoheshkir) to trigger, removing any effects provided by those items.
The version of Destructive Wave granted by this condition still displays the individual variant spells (Destructive Wave: Necrotic/Destructive Wave: Radiant) as costing a Level 5 Spell Slot. Though no actual spell slot cost is incurred by the caster, these variants will still activate effects which trigger when spending spell slots.
Due to an additional bug, these items do not work in Honour mode unless the weapon itself deals elemental damage (e.g. from Elemental Weapon or any innate elemental damage bonus).
The tooltip of the action incorrectly states Boon of Servitude heals for 2~83hit points, while that of the condition itself heals for 2~81hit points.
The spell container for Branding Smite does not correctly display the current spell slot level for Warlocks.
This spell lacks a restriction against targeting items, and due to the small radius and its target limit of 1 it is possible to target a creature but have Branding Smite applied to an item within the radius.
If upcast to level 6, Cloudkill creates an invisible cloud due to the surface lacking an attached particle effect.
NPCs will not automatically leave this cloud, as its surface ID is missing from character PathInfluence.
The cloud lasts for 10 turns starting from the last time it was recast instead of starting from the initial cast. This often leads to a situation where the caster no longer has the ability to recast Cloudkill, but both the Concentration effect and the cloud persist for longer than they would otherwise be expected to.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
The ingame tooltip states 'The target must be a Medium or Small corpse,' but a corpse is not required. The spell conjures a Shadow from within the lantern.
Arcane Ward can only be fed up to 3 charges, regardless of spell Level used, due to how an additional hidden Counterspell is cast based on success/failure.
Although exposing Duergar, Drow and other NPCs to either variant of this spell does trigger Sunlight Sensitivity, it will not show any status effect for the player to see (e.g., as a passive or condition on their character sheets, if examined), yet one can check the combat logs to see the effects of Disadvantage being applied.
Although the in-game description of the enchant item variant lists a 20-turn limit, if applied to a character, the effect will be applied to their held main-hand weapon until long rest and will persist even if the caster is no longer in the active party.
Although the in-game descriptions of both this spell and the spell container list a 20-turn limit for this variant, if applied to a character, the effect will be applied to their held main-hand weapon until long rest and will persist even if the caster is no longer in the active party.
Although exposing Duergar, Drow and other NPCs to light within range from this spell does trigger Sunlight Sensitivity, it will not show any status effect for the player to see (e.g., as a passive or condition on their character sheets, if examined), yet one can check the combat logs to see the effects of Disadvantage being applied.
This spell cannot be cast on a non-allied creature due to a coding mistake, which would otherwise have required them to make a Dexteritysaving throw with DC equal to the caster's spell save DC to avoid the effect.
Although exposing Duergar, Drow and other NPCs to light within radius from spell does trigger Sunlight Sensitivity, it will not show any status effect for the player to see (e.g., as a passive or condition on their character sheets, if examined), yet one can check the combat logs to see the effects of Disadvantage being applied.
Death Ward uses Survival Instinct as a Parent condition, and as such inherits the Action point restoration it possesses. This can be exploited by a character casting Death Ward on themselves, allowing them to continuously regenerate Action points so long as they are able to both down themselves and recast Death Ward multiple times per turn.
Despite the tooltip saying this spell uses either Intelligence or Wisdom, only the creature’s Intelligence is used, even if its Wisdom is higher; this is likely an oversight.
The player character (selected) and their disguised companions, standing together in camp.
If a companion is disguised while at camp, they will remain where they were last placed when another companion or player character is selected, rather than automatically moving back to their tent, until they are moved again or a long rest is taken. This can be useful when seeking to apply conditions or spells with a limited radius, such as Aid.
As of Patch 5, Hotfix 17, it is possible to give the caster racial equipment bonuses for longer than intended by using the Mask of the Shapeshifter, taking the mask off, and long resting without removing the disguise. On waking up, the disguise is gone, but the racial bonuses on the equipment still affect the character. This only works for racial equipment bonuses, not racial dialogue options.
If the player character is disguised as a githyanki when talking to Shadowheart for the first time on the beach at the start of Act One they are awarded an extra 30 xp.
Sorcerers are able to twin-cast disrobing blinkstep which allows them to select two teleportation positions. It is unclear if this has any effect, but it appears as though the caster only teleports to the second position.
The level 10 Enchantment Wizard feature Split Enchantment allows targeting 2 humanoids with this spell, but only dominates one - even with failed saves - as the second instance of domination ends the effect of the first.
The tooltip says that targets still take half damage on a successful save, but they actually take (2d8)/2Poison damage which is a quarter of the normal damage.
When selected as a bonus to an ability check in dialogue, this spell may be[Needs Verification] cast at the highest available level; up-casting has no effect.
Despite not being mentioned in the condition description, unarmed attacks, but not those made while transformed by Wild Shape, are affected by Enlarge.
There are many bugs associated with familiars, with many of them not getting proper bonuses to attacks or damage based on their attributes, and some of them not requiring attack rolls for their basic attacks at all.[Needs Verification]
Attacks made with Flame Blades summoned by Mephistopheles Tieflings count as weapon/melee weapon attacks for purposes of passives/conditions which check for them, while attacks made with Flame Blades summoned via the Druid class spell count as melee spell attacks, similar to spells such as Shocking Grasp and Vampiric Touch.
Having the hireling Danton cast this spell, immediately recalling his soul, and hiring him again creates a permanent Flame Blade that can be wielded by any other party member. This version of the blade performs up to (5d6 + Strength modifier) Fire damage and is the only Scimitar without the finesse property.
Despite the description stating the effect lasts 'until the spell ends,' petrification from this spell is indeed permanent until the target is cured by Basilisk Oil or a spell such as Greater Restoration.
Flesh to Gold incorrectly uses the icon from Flesh to Stone, which it uses as a parent spell.
Despite requiring Concentration to cast, Flesh to Gold's concentration immediately ends once the target has progressed to Flesh to Gold: Stage 2 and is no longer required afterwards.
Through use of a khn function named HasFleshToSToneCheck(), Flesh to Stone and Flesh to Gold should be uncastable on a target which is already afflicted with either of these two spells. However, this function only includes checks for the Flesh to Stone conditions, and as such Flesh to Stone is castable on a creature already afflicted with Flesh to Gold.
Despite the description stating the effect is 'temporary,' petrification from this spell is indeed permanent until the target is cured by Basilisk Oil or a spell such as Greater Restoration.
Through use of a khn function named HasFleshToSToneCheck(), Flesh to Stone and Flesh to Gold should not be castable on a target which is already afflicted with either of these two spells. However, this function only includes checks for the Flesh to Stone conditions, and as such Flesh to Stone can be cast on a creature already afflicted with Flesh to Gold.
The tooltip of this spell erroneously states that it deals 3d8Necrotic damage, but it has no associated attack or damage roll. It only serves to mark Astarion as a target during the ritual, after which he is trapped and teleported to his ritual circle.
If cast on a wet surface, the DC to avoid Prone from the Ice surface created by this spell is based of the entity which created the wet surface instead of the caster.
If a druid casts Create Water and a wizard casts Glyph of Warding: Cold, the DC to avoid Ice's Prone will be: 8 + druid INT modifier + druid proficiency + druid equipment bonus, instead of 8 + wizard INT Modifier + wizard proficiency + wizard equipment bonus.
This formula only works if the water first had contact with the enemies (e.g., casting Create Water on top of NPCs), if cast/thrown to the ground and then frozen by this spell, the Prone DC will have a default value of 12.
Upcast versions of this spell gain the ability to target multiple creatures, but as the spell lacks the SpellFlag IgnorePreviouslyPickedEntities the same creature can be selected multiple times for no additional effect.
Since the primary roll of this ability is not a weapon attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
On a failed saving throw, Harm reduces the target's maximum hit points by 14d6 but does not actually inflict any Necrotic damage. This means that it does not trigger damage riders or other effects which require a damage source. Further, the effective damage dealt (through the reduction in maximum hit points) is reduced by the amount of hit points the target was already missing, potentially to zero.
On a successful saving throw, Harm deals 14d6 / 2Necrotic damage as expected.
Due to a coding error, the condition which provides Disadvantage to the target (applied after a successful saving throw) is removed if another unrelated condition is removed from the target.
This particular bug only affects the level 2 version of this spell.
Due to a coding error, the condition which provides Disadvantage to the target is not automatically removed if the Heat Metal spell is ended early.
This particular bug affects all levels of this spell.
Heat Metal cast at level 4 deals only 2d8Fire, and its tooltip does not display the damage which Reapply Heat Metal deals.
It additionally lacks several other functors found in other levels of this spell.
Reapply Heat Metal cast at level 4 correctly deals 4d8Fire.
Reapply Heat Metal cast at levels 5 and 6 incorrectly displays its tooltip damage as the level 3 version.
Despite the tooltip saying that Hellfire ignores resistances and immunities, it does not.
Since this attack does not involve an attack roll, it does not benefit from certain bonus damage sources which check the attack roll type despite listing the additional damage on the tooltip. These include:
If a creature has Hex applied, and lands a Critical Hit against the caster that triggers any "on hit / damage" abilities to damage the hexed creature, the damage of Hex is doubled along with the regular damage.
For example, a Goblin Warlock casts Armour of Agathys on themselves, and then Hex5Cold damage from Armour of Agathys in the process. This triggers Hexto deal an additional 1d6Necrotic to Lae'zel, which is then (erroneously) doubled to 2d6Necrotic due to the Critical Hit.
Upcast versions of this spell gain the ability to target multiple creatures, but as the spell lacks the SpellFlag IgnorePreviouslyPickedEntities the same creature can be selected multiple times, requiring a saving throw for each time they were selected.
The spell mistakenly uses a fixed DC 12 Spell Save instead of the caster's, although this only affects the 2d6Acid damage, as the rest of the spell's effects do not require a saving throw.
When receiving this ability via Starry Form, this spell is not properly granted with Wisdom as its spellcasting modifier, and instead uses the spellcasting modifier of the most recently acquired spellcasting class.
Luminous Arrow is flagged as a Spell rather than an Attack, and as such is subject to being Counterspelled.
The spell tooltip states that this aura applies only to melee attacks while the condition tooltip states that this aura applies to "attacks". In actuality, it applies to weapon and unarmed attacks, but does not apply to any spells which are also attacks.
The damage on the tooltip for Produce Flame is not marked correctly for the increases at level 5 and 10. The tooltip for the throwing action, Produce Flame: Hurl, is marked correctly, and the damage scales correctly.
The version of this Cantrip granted to Asmodeus tieflings uses the character's Wisdom modifier to hurl the flame, rather than Charisma as stated in the Produce Flame: Hurl tooltip.
The version of this cantrip granted by the Asmodeus tiefling subrace uses the character's Wisdom modifier to hurl the flame, rather than Charisma, like all other racial spells granted to tieflings.
For clerics, the tooltip for Produce Flame does not correctly show the damage increases at levels 5 and 10. The tooltip for the throwing action, Produce Flame: Hurl, is marked correctly, and the damage scales correctly.
The in-game tooltip on Cindersnap Reflexes incorrectly says the target is only protected against the next ranged attack. They will be protected by all ranged attacks while the spell is active.
Attacks from off-hand Hand Crossbows are not affected by Protection from Missiles.
Enemies affected by Sanctuary can still be targeted with Blight, Chain Lightning, and Thorn Whip due to these spells lacking the IsHarmful spell flag. Conversely, a large number of enemy actions (for example, Sharp Rock) can target player characters that are affected by Sanctuary for the same reason.
Due to a scripting error, this spell does not grant charges of Arcane Ward.
Due to an incomplete list of spell checks, Shield will not reduce the damage of Magic Missiles from Illithid Arcanist for the rest of the turn after Shield was used as a reaction.
Normally, the targets of Slow must be distinct, but when upcast to level 4, and only level 4, targets can be selected multiple times. For example, two enemies can be targeted three times each forcing them to make three separate saving throws to avoid being slowed. This is due to the level 4 upcasted version lacking the IgnorePreviouslyPickedEntities flag.
When cast via scroll, Slow requires 6 targets; as enemies cannot be selected twice, and allies are not targetable, this scroll might be difficult to use after the first round.
When upcast to spell slot level 4, the description status tooltip for the Necrotic damage variant incorrectly links to the Radiant damage variant, and vice versa.
When upcast to spell slot level 5 or 6, the description status tooltips for both the Necrotic and Radiant damage variants incorrectly link to the spell slot level 3 variants.
The Level 1 Spell Slot version of this action changes attack animations in Honour mode due to an override in the code.
Due to a coding error, characters receive two Level 2 Spell Slot versions of this action in Honour mode, one of which has the DRS changes while the other does not.
The description of this cantrip's functionality on damage is arguably misleading. The coding for this spell tests if the target's HP are less than or equal to 99%, rather than 100%. Therefore, against targets with large HP pools, Toll the Dead may still deal only d8s of damage (not increasing to d12s) if such opponents are merely barely wounded.
The Level 4 Spell Slot, Level 5 Spell Slot, and Level 6 Spell Slot versions of the recastable spell lack PowerLevel entries which leads to these spell versions appearing on the UI to be the Level 3 Spell Slot version, most notably when using a controller. However, these spell versions do cast at the correct level.
Vicious Mockery is removed on any "attack" made by the target, which includes virtually any attack or spell which targets another creature (including allies), that does not need to include an Attack Roll.
If the target party member is in Wild Shape and has the Tavern Brawler feat, damage shared to the caster will be increased according to the Tavern Brawler bonus, resulting in high extra damage taken for the caster.
Warding Bond places a passive on the caster which, among other text, states that the spell ends if "...you and the target become separated by more than ." Despite the lack of a stated distance, no such mechanic exists.