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{{Tab
{{Tab
|one=D&D 5e Rule Changes
|one=D&D 5e rule changes
|one-name=Rule Changes
|one-name=Rule changes
|two=D&D 5e Race Changes
|two=D&D 5e race changes
|two-name=Race Changes
|two-name=Race changes
|three=D&D 5e Class Changes
|three=D&D 5e class changes
|three-name=Class Changes
|three-name=Class changes
|four=D&D 5e Spell Changes
|four=D&D 5e spell changes
|four-name=Spell Changes
|four-name=Spell changes
|five=D&D 5e Feat Changes
|five=D&D 5e feat changes
|five-name=Feat Changes
|five-name=Feat changes
}}This page and [[D&D 5e Rule Changes|related pages]] summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).
}}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]].


The rule changes described on this page and [[D&D 5e Rule Changes|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.
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 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==
==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.
Line 30: Line 29:
** 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 ===
* 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 2nd damage increase when reaching level 10 instead of level 11, e.g. {{SAI|Fire Bolt}} deals 3d10 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.
* All ranged cantrips that are 120 feet or 30 feet in D&D 5e are now 60 feet range.
* [[Concentration]] on a spell is automatically broken, without a saving throw, if the caster becomes [[Prone (Condition)|Prone]] for any reason.
=== Reaction Spells ===
** 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.
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:
* 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.
* 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 cast, whether or not it was upcast, the spell DC, and the result of any saving throw (if applicable).
=== Reaction spells ===
** No [[Arcana]] check is needed to determine the type of spell being cast.
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 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.
* You can choose to use a reaction that imposes advantage or disadvantage after the check or save is first rolled.
* 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==
{| class="wikitable"
{| class="wikitable"
|+Cantrip Changes
|+Changes to cantrips
|-
|-
!Spell Name!!Range and
!Spell name!!Range and
Duration Changes
duration changes
!Other Changes
!Other changes
|-
|-
|{{SAI|Acid Splash}}||-||Affects all creatures within a 7 ft radius
|{{SAI|Acid Splash}}||-||Affects all creatures within a 2 m / 7 ft radius.
|-
|-
|{{SAI|Blade Ward}}||-||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
|{{SAI|Blade Ward}}||-||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.
|-
|-
|{{SAI|Bone Chill}} (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.
|{{SAI|Bone Chill}} (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.
|-
|-
|{{SAI|Dancing Lights}}||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.
|{{SAI|Dancing Lights}}||Range reduced from 120 ft to 60 ft||Only creates one light, which sheds light in a 9 m / 30 ft radius and cannot be moved by the caster.
|-
|-
|{{SAI|Eldritch Blast}}||Range reduced from 120 ft to 60 ft||May cast three beams at level 10, rather than level 11.
|{{SAI|Eldritch Blast}}||Range reduced from 120 ft to 60 ft||May cast three beams at level 10, rather than level 11.
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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.
|-
|-
|{{SAI|Mage Hand}}||Range increased from 30 ft to 60 ft||Can only be cast once per short rest. The mage hand is a summon with its own initiave, movement and actions. It can use the [[Shove]] action.
|{{SAI|Mage Hand}}||Range increased from 30 ft to 60 ft. Duration increased to until long rest for [[Arcane Trickster|Arcane Tricksters]].||Can only be cast once per short rest. The mage hand is a summon with its own initiave, movement and actions. It can use the [[Shove]] action.
|-
|-
|{{SAI|Minor Illusion}}||Range increased from 30 ft 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 towards to investigate.
|{{SAI|Minor Illusion}}||Range increased from 30 ft 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 towards to investigate. The illusion is limited only to a cat that meows once.
|-
|-
|{{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 water/blood to become ice surface, hitting a target standing above such surface will also freeze said surface including interconnection with it and forcing everyone to roll a saving throw or get proned.
|{{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.
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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}}||-||-
|-
|-
|{{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
|{{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.
|}
|}


==First Level Spells==
==First level spells==


{| class="wikitable"
{| class="wikitable"
|+First Level Spell Changes
|+Changes to first level spells
|-
|-
!Spell Name!!Range and
!Spell name!!Range and
Duration Changes
duration changes
!Other Changes
!Other changes
|-
|-
|{{SAI|Animal Friendship}}
|{{SAI|Animal Friendship}}
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|{{SAI|Compelled Duel}}
|{{SAI|Compelled Duel}}
|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.
|-
|-
|{{SAI|Create or Destroy Water}}
|{{SAI|Create or Destroy Water}}
|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 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.
|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. Create Water will also remove blood and dirt from characters and put out fires.
|-
|-
|{{SAI|Cure Wounds}}
|{{SAI|Cure Wounds}}
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|{{SAI|Disguise Self}}
|{{SAI|Disguise Self}}
|Duration increased from 1 hr to until long rest
|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 '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|You can only choose from preset appearances that do not resemble any of the game's NPCs.  
Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
 
Using a disguise of a small enough size category allows an affected character to access areas that only smaller creatures normally can, which is contrary to how the effect is described in 5e (i.e., it's only an illusion and doesn't physically change the target).
|-
|-
|{{SAI|Dissonant Whispers}}
|{{SAI|Dissonant Whispers}}
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|The target does not have to use their reaction to flee, but is frightened for 2 rounds
|The target does not have to use their reaction to flee, but is frightened for 2 rounds. This is a tactically significant change as the [[Frightened (Condition)|Frightened]] condition completely immobilizes targets in BG3, rather than just preventing them from moving closer to the source of their fear.
|-
|-
|{{SAI|Divine Favour}}
|{{SAI|Divine Favour}}
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|{{SAI|Enhance Leap}} (Jump)
|{{SAI|Enhance Leap}} (Jump)
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.''' Triples your '''base jump using your current strength''', any additives modifiers that increases your jump length do not get tripled, including to benefits from [[Athlete]] and [[Advanced Unarmoured Movement]].  The new Jump distance loses 1 meter range, it could be the game rounding the value down due to a floating-point error where the ending triple value of (base 10 strength) 5 meters -> 15 meters ended up as 14.9999' meters. (Bug?){{Verify}}
|Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.''' Triples the caster's ''base jump distance''. Any other modifiers that increase jump distance (such as the benefits of [[Athlete]] and [[Advanced Unarmoured Movement]]) are not tripled.
|-
|-
|{{SAI|Ensnaring Strike}}
|{{SAI|Ensnaring Strike}}
|<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. 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.
|This is part of the attack action, and will only consume the bonus action and spell slot if the attack hits. The concentration is to maintain the [[Ensnared (Condition)|Ensnared]] effect, rather than the spell's effect on your weapon. The Help action automatically frees the target with no check required.
|-
|-
|{{SAI|Entangle}}
|{{SAI|Entangle}}
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|{{SAI|Faerie Fire}}
|{{SAI|Faerie Fire}}
|Area of effect is changed from a 20 ft cube to a circle with a 20 ft radius.
|Area of effect is changed from a 20 ft cube to a circle with a 20 ft radius.
|<nowiki>-</nowiki>
|Does not affect objects (which would provide no benefit anyway, as attacks against objects always hit in BG3).
|-
|-
|{{SAI|False Life}}
|{{SAI|False Life}}
|Duration increased from 1 hr to until long rest
|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
|Grants a flat 7 temporary hit points rather than 1d4+4. Upcasting still grants an additional 5 temporary hit points per level.
|-
|-
|{{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}}
|Casting time is instant, and can only be cast while out of combat
|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 [[Warlock#Level 3|Pact of the Chain]] grants additional options. They are able to attack, and have special moves with unique effects. Details found on her
|Limited to cat, crab, frog, rat, raven, and spider unless a class feature like [[Warlock#Level 3|Pact of the Chain]] grants additional options. They are able to attack, and have special moves with unique effects.
|-
|-
|{{SAI|Fog Cloud}}
|{{SAI|Fog Cloud}}
Line 204: Line 209:
|{{SAI|Goodberry}}
|{{SAI|Goodberry}}
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|Only 4 berries are summoned, each of which can be consumed by a character holding as a bonus action for 1d4 healing
|Only 4 berries are summoned, but they each restore 1d4 hit points rather than just 1, and can be eaten as a bonus action rather than an action.
|-
|-
|{{SAI|Grease}}
|{{SAI|Grease}}
|Instead of a 10 ft cube, it is a circle with 15 ft diameter
|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.
|Grease can be lit on fire, which does fire damage to creatures in the area and also ends the spell.
|-
|-
|{{SAI|Guiding Bolt}}
|{{SAI|Guiding Bolt}}
Line 223: Line 228:
|-
|-
|{{SAI|Hellish Rebuke}}
|{{SAI|Hellish Rebuke}}
|Unlimited range
|Unlimited range.
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|-
Line 243: Line 248:
|-
|-
|{{SAI|Longstrider}}
|{{SAI|Longstrider}}
|Duration increased until long rest, concentration still not required
|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}}
|Duration is until long rest
|Duration increased to until long rest.
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|-
|-
Line 264: Line 269:
|{{SAI|Sanctuary}}
|{{SAI|Sanctuary}}
|Range increased to 60 ft
|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.
|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]] condition, resulting in them being unable to gain Sanctuary for 1 turn.
|-
|-
|{{SAI|Searing Smite}}
|{{SAI|Searing Smite}}
Line 272: Line 277:
|{{SAI|Shield}}
|{{SAI|Shield}}
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|<nowiki>-</nowiki>
|Reaction only raises when you can contest the attack roll to make it miss.
|-
|-
|{{SAI|Shield of Faith}}
|{{SAI|Shield of Faith}}
Line 284: Line 289:
|{{SAI|Speak with Animals}}  
|{{SAI|Speak with Animals}}  
|Duration increased to until long rest, and concentration is still required.
|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
|Owlbears are classified as beasts in BG3, so this spell allows you to communicate with them. In 5e they are monstrosities and thus not eligible.
|-
|-
|{{SAI|Tasha's Hideous Laughter}}
|{{SAI|Tasha's Hideous Laughter}}
|Range increased to 60 ft  
|Range increased to 60 ft  
|Currently the spell also applies the unconscious effect, meaning that melee attacks within 5 feet automatically crit. (possible bug)
|Does not actually apply the [[Prone (Condition)|Prone]] condition, although the target does visually appear to be prone. The distinction is relevant for certain mechanics such as the attacks of [[Hook Horror|Hook Horrors]].
|-
|-
|{{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}}
Line 307: Line 312:
|}
|}


==Second Level Spells==
==Second level spells==


{| class="wikitable"
{| class="wikitable"
|+ Second Level Spell Changes
|+ Changes to second level spells
|-
|-
! Spell Name!!Range and
! Spell name!!Range and
Duration Changes
duration changes
!Other Changes
!Other changes
|-
|-
|{{SAI|Aid}}||Lasts until long rest||Affects all allies within range, not a limited number. But it does not affect an ally if they are [[Downed (Condition)|downed]].
|{{SAI|Aid}}||Lasts until long rest||Affects all allies within range, not a limited number. [[Downed (Condition)|Downed]] allies heal an additional 1 hit point similar to a help action.
|-
|-
|{{SAI|Arcane Lock}}||Lasts 10 turns instead of 100.||-
|{{SAI|Arcane Lock}}||Lasts 10 turns instead of 100.||Renders the target immune to the {{SAI|Knock}} spell, instead of that spell suppressing it for 10 minutes.
|-
|-
|{{SAI|Barkskin}}||Lasts until long rest, but still requires concentration||-
|{{SAI|Barkskin}}||Lasts until long rest, but still requires concentration||-
Line 328: Line 333:
|{{SAI|Branding Smite}}||-||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.
|{{SAI|Branding Smite}}||-||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.
|-
|-
|{{SAI|Calm Emotions}}||-||The spell only includes the option to make humanoids in the area immune to charmed or frightened
|{{SAI|Calm Emotions}}||-||The spell only includes the option to make humanoids in the area immune to the [[Charmed (Condition)|Charmed]] or [[Frightened (Condition)|Frightened]] conditions. However, it also deactivates (and prevents further activation of) the [[Rage]] ability used by [[Barbarian|Barbarians]] and certain other creatures, which, while a logical interpretation, is not a function of the 5e version as written.
|-
|-
|{{SAI|Cloud of Daggers}}||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.
|{{SAI|Cloud of Daggers}}||Size increased from a 5 ft square to a 7 ft radius circle. ||-
|-
|-
|{{SAI|Crown of Madness}}||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.  
|{{SAI|Crown of Madness}}||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.  
|-
|-
|{{SAI|Darkness}}||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|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)
|{{SAI|Darkness}}||Duration reduced to 1 minute. Can only be targetted on a point, and cannot target an object.|| -
|-
|-
|{{SAI|Darkvision (Spell)|Darkvision}}||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 (Passive Feature)|darkvision]] features.
|{{SAI|Darkvision (spell)|Darkvision}}||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 (Passive Feature)|darkvision]] features.
|-
|-
|{{SAI|Detect Thoughts}}||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 '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|{{SAI|Detect Thoughts}}||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 '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|-
|-
|{{SAI|Enhance Ability}}||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.
|{{SAI|Enhance Ability}}||Duration increased from 1 hour to until long rest for as long as the caster can maintain concentration.||Bear's Endurance gives 7 temporary hit points, rather than 2d6. Cat's grace gives resistance to falling damage rather than mitigating fall damage from 20 ft or less.
|-
|-
|{{SAI|Enlarge/Reduce}}||-||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.
|{{SAI|Enlarge/Reduce}}||-||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.
Line 350: Line 355:
|{{SAI|Flaming Sphere}}||-||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.
|{{SAI|Flaming Sphere}}||-||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.
|-
|-
|{{SAI|Gust of Wind}}||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.
|{{SAI|Gust of Wind}}||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 halve the movement speed of the victims if they try to move towards the caster.
|-
|-
|{{SAI|Heat Metal}}||-||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.
|{{SAI|Heat Metal}}||-||If a target has a metal weapon and metal armour then this spell will prioritize the weapon. If armour is targeted, it cannot be removed.
|-
|-
|{{SAI|Hold Person}}||-||-
|{{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}}||Duration reduced to 1 minute instead of 1 hr.||-
|-
|-
|{{SAI|Knock}}||-||-
|{{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|Lesser Restoration}}||-||The tooltip just says it removes a disease or "condition" afflicting the target.Verification required on what "conditions" this encapsulates.
|{{SAI|Lesser Restoration}}||-||Can remove [[Diseased (Condition Type)|Diseased]] conditions in addition to those it can remove in 5e.
|-
|-
|{{SAI|Magic Weapon}}||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.
|{{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.||-
|{{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|Mirror Image}}||-||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.
|{{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|Misty Step}}||Range increased from 30 ft to 60 ft||-
|{{SAI|Misty Step}}||Range increased from 30 ft to 60 ft||-
|-
|-
|{{SAI|Moonbeam}}||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.
|{{SAI|Moonbeam}}||Range reduced from 120 ft to 60 ft, cylinder radius reduced from 5 ft to 3.3 ft||Shapechangers do not have disavantage on the saving throw, and are not reverted to their original form if they fail.
|-
|-
|{{SAI|Pass Without Trace}}||Duration increased from 1 hr to until long rest for as long as the caster maintains concentration.||-
|{{SAI|Pass Without Trace}}||Duration increased from 1 hr to until long rest for as long as the caster maintains concentration.||-
Line 378: Line 383:
|{{SAI|Prayer of Healing}}||Can only be cast outside of combat, where it is then cast instantaneously||-
|{{SAI|Prayer of Healing}}||Can only be cast outside of combat, where it is then cast instantaneously||-
|-
|-
|{{SAI|Protection from Poison}}||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.
|{{SAI|Protection from Poison}}||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.
|-
|-
|{{SAI|Ray of Enfeeblement}}||-||The creature does not get to make a save to end the effect.
|{{SAI|Ray of Enfeeblement}}||-||The creature does not get to make a save to end the effect.
Line 384: Line 389:
|{{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 600 turns.||-
|{{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|Shatter}}||-||-
|{{SAI|Shatter}}||-||-
|-
|-
|{{SAI|Silence}}||Range reduced from 120 ft to 60 ft||Casting all spells is impossible while in the area of effect
|{{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 an entity and can be directly attacked, has 20 HP, immune to psychic and poison, and resistant to all damage types.
|{{SAI|Spiritual Weapon}}||-||The weapon is considered an entity and can be directly attacked, has 20 HP, immune to psychic and poison, and resistant to all other damage types. It 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. It can use the [[Weapon actions]] associated with the selected weapon type.
|-
|-
|{{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.||-
|-
|-
|{{SAI|Warding Bond}}||-||There is no stipulation that the spell ends 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.||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.
|{{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.
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.
|}
|}


==Third Level Spells==
==Third level spells==


{| class="wikitable"
{| class="wikitable"
|+Third Level Spell Changes
|+Changes to third level spells
|-
|-
!Spell Name!!Range and
!Spell name!!Range and
Duration Changes
duration changes
!Other Changes
!Other changes
|-
|-
|{{SAI|Animate Dead}}||-||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 [[Animate Dead|spell's page]]
|{{SAI|Animate Dead}}||-||The caster can choose between a zombie or skeleton with each cast. Both creatures have different stat blocks than what is in the Monster Manual, and can be found on the [[Animate Dead|spell's page]].
|-
|-
|{{SAI|Beacon of Hope}}||-||-
|{{SAI|Beacon of Hope}}||-||-
Line 416: Line 422:
|{{SAI|Blinding Smite}}||-||Concentration is not required to maintain the Blinded status on the target.
|{{SAI|Blinding Smite}}||-||Concentration is not required to maintain the Blinded status on the target.
|-
|-
|{{SAI|Blink}}||-||-
|{{SAI|Blink}}||-||Ends concentration effects on others (i.e Haste, Invisibility) when phased to other plane
|-
|-
|{{SAI|Call Lightning}}||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.
|{{SAI|Call Lightning}}||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.
Line 426: Line 432:
|{{SAI|Daylight}}||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 [[Sunlight Weakness|sensitive to sunlight]] such as [[Shadow|Shadows]] and a certain [[Cazador|Vampire]].
|{{SAI|Daylight}}||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 [[Sunlight Weakness|sensitive to sunlight]] such as [[Shadow|Shadows]] and a certain [[Cazador|Vampire]].
|-
|-
|{{SAI|Elemental Weapon}}||-||-
|{{SAI|Elemental Weapon}}||-||No upcast benefits, even if a multiclass character casts it from a higher level non-Paladin spell slot.
|-
|-
|{{SAI|Fear}}||Duration reduced to 3 turns.||-
|{{SAI|Fear}}||Duration reduced to 3 turns.||Does not require affected creatures to [[Dash]] away from the caster; like other Fear effects in BG3, it immobilizes the affected creatures instead.
|-
|-
|{{SAI|Feign Death}}||Duration reduced to 1 minute||-
|{{SAI|Feign Death}}||Duration reduced to 1 minute||The effect can be removed using the [[Help]] action.
|-
|-
|{{SAI|Fireball}}||Range reduced to 60 ft||Blast radius reduced to 15 feet.
|{{SAI|Fireball}}||Range reduced to 60 ft||Blast radius reduced to 15 feet.
|-
|-
|{{SAI|Gaseous Form}}||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
|{{SAI|Gaseous Form}}||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.
|-
|-
|{{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.
|{{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||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|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.
The [[Lethargic (Condition)|Lethargic]] condition applied after the spell ends prevents the target from taking reactions (as well as actions and movement as in 5e).
|-
|-
|{{SAI|Hunger of Hadar}}||Range reduced from 150 ft to 60 ft||-
|{{SAI|Hunger of Hadar}}||Range reduced from 150 ft to 60 ft||-
|-
|-
|{{SAI|Hypnotic Pattern}}||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.||-
|{{SAI|Hypnotic Pattern}}||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 effect can be ended with a bonus action, rather than a full action, by someone shoving the target.
|-
|-
|{{SAI|Lightning Arrow}}||-||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.
|{{SAI|Lightning Arrow}}||-||Uses a ranged spell attack for the primary damage rather than being combined with a ranged weapon attack. No upcast benefits, even if a multiclass character casts it from a higher level non-Ranger spell slot.
|-
|-
|{{SAI|Lightning Bolt}}||-||-
|{{SAI|Lightning Bolt}}||-||-
|-
|-
|{{SAI|Mass Healing Word}}||-||This spell is cast like [[bless]] or [[bane]], where the caster can't select individual targets but only up to 6 targets within 30 ft of a point of the caster's choice.
|{{SAI|Mass Healing Word}}||-||This spell is cast like [[Bless]] or [[Bane (Spell)|Bane]], where the caster can't select individual targets but only up to 6 targets within 30 ft of a point of the caster's choice.
|-
|-
|{{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.
Line 456: Line 463:
|{{SAI|Protection from Energy}}||Duration increased from 1 hr to until long rest||-
|{{SAI|Protection from Energy}}||Duration increased from 1 hr to until long rest||-
|-
|-
|{{SAI|Remove Curse}}||-||There are no cursed items/equipment that require attunement to, hence not mentioned in the description.
|{{SAI|Remove Curse}}||-||There are no cursed items/equipment that require attunement, hence this not being mentioned in the description.
|-
|-
|{{SAI|Revivify}}||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.
|{{SAI|Revivify}}||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. The spell can only be used on [[Companions]] or the player character.
|-
|-
|{{SAI|Sleet Storm}}||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.
|{{SAI|Sleet Storm}}||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.
Line 464: Line 471:
|{{SAI|Slow}}||Range is 60 ft instead of 120.||-
|{{SAI|Slow}}||Range is 60 ft instead of 120.||-
|-
|-
|{{SAI|Speak with Dead}}||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|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 '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|{{SAI|Speak with Dead}}||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|disguise self]]. Each corpse can only be subject to the spell once. The deceased will not be able to talk if they were killed by acid, fire, lightning, necrotic, or radiant damage. Became a '''[[Spells#Ritual%20Spells|Ritual]]''' spell'''.'''
|-
|-
|{{SAI|Spirit Guardians}}||The radius is reduced to 10 ft. Duration reduced to 1 minute||-
|{{SAI|Spirit Guardians}}||The radius is reduced to 10 ft. Duration reduced to 1 minute||The damage type is chosen by the caster when the spell is cast, rather than being affected by the caster's alignment.
|-
|-
|{{SAI|Stinking Cloud}}||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.
|{{SAI|Stinking Cloud}}||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.
Line 475: Line 482:
|}
|}


==Fourth Level Spells==
==Fourth level spells==
{{stub|section}}
{| class="wikitable"
|+Changes to fourth level spells
|-
!Spell name!!Range and
duration changes
!Other changes
|-
|{{SAI|Banishment}}||Duration reduced from 1 Minute / 10 rounds to 2 rounds.||Does not have the secondary effect of permanently banishing extra-planar entities (e.g. Celestials, Fiends) at the end of the spell.
|-
|{{SAI|Blight}}||-||-
|-
|{{SAI|Confusion}}||Duration reduced from 1 Minute / 10 rounds to 3 Turns, Radius increased to 6 m / 20 ft||Does not affect allies in the area of effect.
|-
|{{SAI|Conjure Minor Elemental}}||-||Upcasting grants no benefit. Concentration not required. Effect limited to 1-2 units.
|-
|{{SAI|Conjure Woodland Being}}||-||Upcasting grants no benefit. Concentration not required. Effect limited to 1 Dryad.
|-
|{{SAI|Death Ward}}||Range increased to 1.5 m / 5 ft, Duration increased to Long Rest||Effect protecting from non-damaging instant death is removed.
|-
|{{SAI|Dimension Door}}||Range reduced to 1.5 m / 5 ft.||Effect reduced to line of sight only. When teleporting with another creature, they must be Medium or smaller, rather than your size or smaller.
|-
|{{SAI|Dominate Beast}}||-||Upcasting grants no benefit. Target does not get Advantage on save from being in combat with you or allies.
|-
|{{SAI|Evard's Black Tentacles}}||Range reduced to 18 m / 60 ft.||Creatures must use Strength Saves against the effect.
|-
|{{SAI|Fire Shield}}||Duration reduced from 10 Minutes/100 Rounds to 10 Turns.||Light spreads in 3 m / 10 ft radius only. Cannot be dismissed as an action.
|-
|{{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}}||-||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|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|Ice Storm}}||Range reduced to 18 m / 60 ft instead of 90 m /300 ft.||-
|-
|{{SAI|Otiluke's Resilient Sphere}}||Duration reduced from 1 Minute / 10 Turns to 3 Turns.||The interaction with [[Disintegrate]] is omitted.
|-
|{{SAI|Phantasmal Killer}}||Range reduced from 36 m / 120 ft to 18 m / 60 ft.||Does not apply the [[Frightened (Condition)|Frightened]] condition, but its own [[Phantasmal Killer (Condition)|Phantasmal Killer]] condition, which includes both the fear effect and the ongoing psychic damage effect.
|-
|{{SAI|Polymorph}}||Duration reduced from 1 Hour / 600 Turns to 5 Turns.||Excess revert-causing damage no longer carries over to the creature's hit points. Can only turn a creature into a sheep instead of any beast under a certain challenge rating.
|-
|{{SAI|Staggering Smite}}||Duration reduced from 1 Minute / 10 Turns to 1 Turn.||Concentration not required, Spell now includes an attack in the casting with cast time moving from Bonus Action to Action + Bonus Action.
|-
|{{SAI|Stoneskin}}||Duration increased from 1 Hour/ 600 Turns to Long Rest.||-
|-
|{{SAI|Wall of Fire}}||Range reduced from 36 m / 120 ft to 18 m / 60 ft.||The maximum length of the wall is increased from 60 ft to 120 ft; there is no option to create a circular wall.
|-
|}
 
==Fifth level spells==
{| class="wikitable"
|+Changes to fifth level spells
!Spell name
!Range and duration changes
!Other changes
|-
|{{SAI|Banishing Smite (Melee)|Banishing Smite}}
|
|
|-
|{{SAI|Cloudkill}}
|Range reduced to 18 m / 60 ft instead of 120 ft.
|The caster can manually reposition the cloud, instead of it automatically moving away from the caster each round.
|-
|{{SAI|Cone of Cold}}
|Range reduced to 9 m / 30 ft instead of 60 ft.
| -
|-
|{{SAI|Conjure Elemental}}
|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. 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|Destructive Wave}}
| -
|Does not offer the option to deal {{Damage type|Necrotic}} damage.
|-
|{{SAI|Dispel Evil and Good}}
| -
|Affects Aberrations and Elementals, in addition to Celestials, Fey, Fiends, and Undead as in 5e. Does not offer the option to send extraplanar creatures back to their home plane.
|-
|{{SAI|Dominate Person}}
| -
|Always grants full control over the target without using the caster's actions to do so. Can only be used on enemies.
|-
|{{SAI|Flame Strike}}
| -
|Deals 5d6 {{Damage type|Fire}} damage and 5d6 {{Damage type|Radiant}} damage, instead of 4d6 of each. Both damage types are increased when upcast, rather than the caster choosing one or the other.
|-
|{{SAI|Greater Restoration}}
| -
|Can remove Cursed and Stunned conditions, as well as Charmed and Petrified. Eliminates all such effects on the target, rather than just one.
|-
|{{SAI|Hold Monster}}
|Range reduced to 18 m / 60 ft instead of 90 ft.
|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|Insect Plague}}
|Range reduced to 18 m / 60 ft from 300 ft.
| -
|-
|{{SAI|Mass Cure Wounds}}
| -
|Heals all allies in range rather than being limited to 6.
|-
|{{SAI|Planar Binding}}
|Casting time reduced to 1 action from 1 hour; duration reduced to 1 minute from 24 hours.
|Greatly simplified; just charms the target and turns it into an allied NPC for the duration if it fails the save. Requires concentration. Upcasting does not increase the duration.
|-
|{{SAI|Seeming}}
|Range increased to 18 m / 60 ft instead of 30 ft. Lasts until dispelled rather than 8 hours.
|Same limited set of disguises as {{SAI|Disguise Self}}. Can only be applied to the 4 members of your main party, rather than any number of creatures in range. Requires concentration.
|-
|{{SAI|Telekinesis}}
| -
|Does not require spellcasting ability checks to be able to throw things. Throwing a creature requires the creature to fail a Strength save, rather than a contested ability check.
|-
|{{SAI|Wall of Stone}}
|Range reduced to 18 m / 60 ft instead of 120 ft.
|The stone panels are immune to {{Damage type|Psychic}} damage and vulnerable to {{Damage type|Force}} and {{Damage type|Thunder}} damage.
|}


==Fifth Level Spells==
==Sixth level spells==
{{stub|section}}
Upcasting benefits are not listed for any sixth level spells, as it is not possible to acquire spell slots of 7th level or higher in the game.


==Sixth Level Spells==
{| class="wikitable"
{{stub|section}}
|+Changes to sixth level spells
!Spell
!Range and duration changes
!Other changes
|-
|{{SAI|Arcane Gate}}
|Both portals can be anywhere within 18 m / 60 ft, rather than one within 10 ft and one within 500 ft.
|Does not allow using a bonus action to rotate the portals.
|-
|{{SAI|Blade Barrier}}
|Range decreased to 18 m / 60 ft, instead of 90 ft.
| -
|-
|{{SAI|Chain Lightning}}
|Range decreased to 18 m / 60 ft, instead of 150 ft.
|Secondary targets can be anyone within range of the spell, not just within 30 ft of the primary target.
|-
|{{SAI|Circle of Death}}
|Range decreased to 18 m / 60 ft, instead of 150 ft. Radius of affected area reduced to 9 m / 30 ft, instead of 60 ft.
| -
|-
|{{SAI|Create Undead}}
| -
|Creates a single undead mummy out of nothing, rather than turning up to 3 corpses into ghouls. No requirement that the spell be cast at night.
|-
|{{SAI|Disintegrate}}
|Range decreased to 9 m / 30 ft, instead of 60 ft.
| -
|-
|{{SAI|Eyebite}}
| -
|
* The sleep effect can be ended with a bonus action, rather than a full action, by someone shoving the target.
* The sickened effect can be resisted with a Constitution saving throw, rather than Wisdom.
* The panicked effect imposes a normal Frightened condition and does not also require the target to move away from the caster.
|-
|{{SAI|Flesh to Stone}}
| -
| -
|-
|{{SAI|Globe of Invulnerability}}
|Can be placed anywhere within 18 m / 60 ft, rather than only centered on the caster.
|Makes creatures and objects inside the sphere immune to all damage, rather than making them immune to spells of 5th level and lower cast from outside. In practice this means that the globe now blocks non-magical ranged attacks from outside, but spells cast from outside can still impart non-damaging effects on creatures inside.
|-
|{{SAI|Harm}}
| -
| -
|-
|{{SAI|Heal}}
| -
| Has a secondary memory restoration effect if cast on a character with the [[The Dark Urge (origin)|Dark Urge]] origin.
|-
|{{SAI|Heroes' Feast}}
|Range increased to 18 m / 60 ft, instead of 30 ft.
|Affected creatures' hit point maximum is increased by a fixed value of 12, rather than 2d10.
|-
|{{SAI|Otiluke's Freezing Sphere}}
|Range decreased to 1.5 m / 5 ft, instead of 300 ft.
|Casting the spell never immediately launches the sphere; it is always stored for later use.
|-
|{{SAI|Otto's Irresistible Dance}}
| -
| -
|-
|{{SAI|Planar Ally}}
|Summoned creature persists until it is killed or until a long rest.
|Simplified into a typical summoning spell offering three options (Djinni, Deva, or Cambion).
|-
|{{SAI|Sunbeam}}
| -
| -
|-
|{{SAI|Wall of Ice}}
|Range reduced to 18 m / 60 ft, instead of 120 ft.
|The frigid air left behind by a destroyed section of wall deals 10d6 damage rather than 5d6.
|-
|{{SAI|Wall of Thorns}}
|Range reduced to 18 m / 60 ft, instead of 120 ft.
|In addition to taking damage, creatures who fail the Dexterity save while trying to move through the wall become Entangled.
|-
|{{SAI|Wind Walk}}
|Lasts until the next long rest, rather than 8 hours.
|Affects all party members within range, rather than up to 10 creatures within range. The effect is identical to {{SAI|Gaseous Form}}.
|}


==Related D&D 5e Rule Change Pages==
==See also==


*[[D&D 5e Rule Changes]]
*[[D&D 5e rule changes]]
*[[D&D 5e Class Changes]]
*[[D&D 5e class changes]]
*[[D&D 5e Race Changes]]
*[[D&D 5e race changes]]
*[[D&D 5e Feat Changes]]
*[[D&D 5e feat changes]]
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