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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 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 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).
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* [[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.
* 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|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|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|Magic Weapon}}||Lasts until long rest or until the caster loses concentration||Can be applied to a weapon that is already magical, and does stack with any magical bonuses from that weapon. Cannot be applied to ranged weapons.
|{{SAI|Magic Weapon}}||Lasts until long rest or until the caster loses concentration||Can be applied to a weapon that is already magical, and does stack with any magical bonuses from that weapon. Cannot be applied to ranged weapons.
|-
|-
|{{SAI|Melf's Acid Arrow}}||Range reduced from 90 ft to 60 ft.||Creates an [[Acid Surface]] on the ground under the target in addition to its other effects.
|{{SAI|Melf's Acid Arrow}}||Range reduced from 90 ft to 60 ft.||Creates an [[Acid (surface)|Acid]] surface on the ground under the target in addition to its other effects.
|-
|-
|{{SAI|Mirror Image}}||-||The spell still grants three illusory duplicates, but each gives the caster a +3 bonus to AC. Each time an attack misses, one of these duplicates disappears.
|{{SAI|Mirror Image}}||-||The spell still grants three illusory duplicates, but each gives the caster a +3 bonus to AC. Each time an attack misses, one of these duplicates disappears.
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|{{SAI|Warding Bond}}||-||Does not end if the caster and the target move more than 60 ft from one another.
|{{SAI|Warding Bond}}||-||Does not end if the caster and the target move more than 60 ft from one another.
|-
|-
|{{SAI|Web}}||Duration increased from 1 hour to until long rest for as long as you can maintain concentration.||Creates a [[Web Surface]] which can be destroyed with fire damage, and which does not cause falling damage if a creature falls onto it from any height.
|{{SAI|Web}}||Duration increased from 1 hour to until long rest for as long as you can maintain concentration.||Creates a [[Web (surface)|Web]] surface which can be destroyed with fire damage, and which does not cause falling damage if a creature falls onto it from any height.
The web surface applies [[Enwebbed (Condition)|Enwebbed]], which has the same mechanical effects as [[Restrained (Condition)|Restrained]] (which is what this spell does in 5e) but is technically a different condition.
The web surface applies [[Enwebbed (Condition)|Enwebbed]], which has the same mechanical effects as [[Restrained (Condition)|Restrained]] (which is what this spell does in 5e) but is technically a different condition.
|}
|}
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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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