D&D 5e spell changes: Difference between revisions

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==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.
* No spells have a '''somatic component'''. You can cast spells without a free hand, such as while wielding a weapon and wearing a shield.
* 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, and always take their normal casting time instead of 10 minutes.
** [[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).
* 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 2nd damage increase when reaching level 10 instead of level 11, e.g. {{SAI|Fire Bolt}} deals 3d10 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.
* [[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.
* 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.


=== Reaction spells ===
=== 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 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 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 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.
* 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).
* You can choose to use a reaction that imposes advantage or disadvantage after the check or save is first rolled.
** No [[Arcana]] check is needed to determine the type of spell being cast.
* 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==
==Cantrips==
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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. 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|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|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.||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.||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|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.
|{{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|Thorn Whip}}||-||-
|{{SAI|Thorn Whip}}||-||-
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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'''.'''
|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.)
|-
|-
|{{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'''.'''
|Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.''' Uniquely among BG3 spells, it can be cast at a higher level when ritual casting.
|-
|-
|{{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 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.  
|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.  
|-
|-
|{{SAI|Thunderwave}}
|{{SAI|Thunderwave}}
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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}}||-||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|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.
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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. 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. The conjured creature will never go hostile against those who summoned them since Concentration is not required to maintain control of the summoned creature.
|-
|-
|{{SAI|Contagion}}
|{{SAI|Contagion}}
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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.
| Has a secondary memory restoration effect if cast on a character with the [[The Dark Urge (origin)|Dark Urge]] origin.
|-
|-
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