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D&D 5e spell changes: Difference between revisions

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==General==
==General==
* In one turn you are allowed to use both the action and bonus action to cast leveled spells.
* In one turn you are allowed to use both the action and bonus action to cast leveled spells.
:* Example: [[Fireball]] (action) and [[Misty Step]] (bonus action) can be used together in one turn instead of one of them.
:* Example: {{SAI|Fireball}} (action) and {{SAI|Misty Step}} (bonus action) can be used together in one turn instead of one of them.
* All spells lack material component.
* All spells lack material component.
* All spells are verbal resulting in all of them being affected by the [[Silence]] spell (unless said otherwise).
* All spells are verbal resulting in all of them being affected by the {{SAI|Silence}}  spell (unless said otherwise).
:* [[Way of the Four Elements]] spells lack verbal components.
:* [[Way of the Four Elements]] spells lack verbal components.
* Scroll Spells have no limitations to be casted by the user regardless of their intelligence, level, class and so on. They also do not require the caster to roll a DC 10 + Spell Level ability check to successfully cast it.
* Scroll Spells have no limitations to be casted by the user regardless of their intelligence, level, class and so on. They also do not require the caster to roll a DC 10 + Spell Level ability check to successfully cast it.
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* You know fully well the attack roll with all bonuses benefiting it (like proficiency and +2 from difficulty tactician), you also know if the attack roll was a critical hit or miss.
* You know fully well the attack roll with all bonuses benefiting it (like proficiency and +2 from difficulty tactician), you also know if the attack roll was a critical hit or miss.
* You know fully well the spell being casted and if it is upcasted by hovering on the spell's name.
* You know fully well the spell being casted and if it is upcasted by hovering on the spell's name.
:* No arcana check is required to perceive the type of spell being casted and this should allow you to [[counterspell]] more easily.
:* No arcana check is required to perceive the type of spell being casted and this should allow you to {{SAI|Counterspell}} more easily.
* You know fully well the DC of a saving throw when you fail and a reaction opportunity appears (such as portent rolls from [[Divination School|Divination Wizards]]).
* You know fully well the DC of a saving throw when you fail and a reaction opportunity appears (such as portent rolls from [[Divination School|Divination Wizards]]).



Revision as of 11:12, 7 October 2023

This page and related pages summarize rule changes from the implementation of Dungeons and Dragons 5th Edition (D&D 5e) rules to Baldur's Gate 3 (BG3).

The rule changes described on this page and related pages are written with the assumption the reader understands the relevant D&D 5e rule. These pages will not explain what the D&D 5e rule is, only what the changed or altered BG3 rule is. These pages also include many BG3 features and abilities that are unchanged from D&D 5e to help a D&D 5e player quickly see which options have changed and which have not, and make decisions without having to do additional research. If the BG3 rule aligns with a OneD&D rule or other playtest material from D&D 5e, that is considered a rule change from D&D 5e.

There will be rapid changes to these pages at BG3's launch, so leaving relevant comments with any edits are strongly encouraged.

General

  • In one turn you are allowed to use both the action and bonus action to cast leveled spells.
  • Example: Fireball Fireball (action) and Misty Step Misty Step (bonus action) can be used together in one turn instead of one of them.
  • All spells lack material component.
  • All spells are verbal resulting in all of them being affected by the Silence Silence spell (unless said otherwise).
  • Scroll Spells have no limitations to be casted by the user regardless of their intelligence, level, class and so on. They also do not require the caster to roll a DC 10 + Spell Level ability check to successfully cast it.
  • There's no spellcasting focus.
  • Bards have a spellcasting focus only if they equipped any instrument and choose spells from their bard spell list in Character Creation or level up, if they don't have an instrument equipped they whistle instead as their spell casting focus. Bard's spellcasting focus has no impact on gameplay with the exception of theme.

Reaction Spells

Normally Dungeon Masters keep for themselves a lot of hidden info the player aren't allowed to know, such as the attack roll the enemy did, the DC saving throw required to save or the need to cast an arcana check to tell which type of spell being casted, in Baldur's Gate 3 reactions gives a lot of information to capitalize on more than the tabletop, when a reaction is risen:

  • You know fully well the attack roll with all bonuses benefiting it (like proficiency and +2 from difficulty tactician), you also know if the attack roll was a critical hit or miss.
  • You know fully well the spell being casted and if it is upcasted by hovering on the spell's name.
  • No arcana check is required to perceive the type of spell being casted and this should allow you to Counterspell Counterspell more easily.
  • You know fully well the DC of a saving throw when you fail and a reaction opportunity appears (such as portent rolls from Divination Wizards).

Cantrips

Cantrip Changes
Spell Name Range and

Duration Changes

Other Changes
Acid Splash Acid Splash - Affects all creatures within a 7 ft radius
Blade Ward 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
Bone Chill 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.
Dancing Lights Dancing Lights Range Reduced from 120 ft to 60 ft Action to cast, cannot be moved as a bonus action, can only have one light at a time which sheds bright light in a 30 ft radius.
Eldritch Blast Eldritch Blast Range Reduced from 120 ft to 60 ft May cast three beams at level 10, rather than level 11.
Fire Bolt Fire Bolt - -
Friends Friends - You lose 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.
Guidance Guidance Guidance persists for 1 minute, and can be applied to multiple skill checks in that time. -
Light Light Radius of shed light increased to 25 ft, and duration reduced to 10 minutes -
Mage Hand Mage Hand Range increased to 60 ft. Requires concentration; can only be cast once per short rest.
Minor Illusion Minor Illusion Range increased to 60 ft Requires concentration, does not break stealth to cast. The spell is limited to making a distraction which NPCs may move or turn to investigate.
Poison Spray Poison Spray - -
Produce Flame Produce Flame - -
Ray of Frost Ray of Frost - -
Resistance Resistance - The 1d4 to saving throws can be applied for as long as concentration is maintained up to the spell's duration (1 minute).
Sacred Flame Sacred Flame - -
Shillelagh Shillelagh - -
Shocking Grasp Shocking Grasp - -
Thaumaturgy Thaumaturgy Range reduced to self Grants advantage on Intimidation and Performance checks
Thorn Whip Thorn Whip - -
True Strike True Strike Range increased to 60 ft While the spell's description says two turns, it is effectively until the end of the caster's next turn like in D&D 5e
Vicious Mockery Vicious Mockery - The spell causes the caster to make a verbal quip which is voice acted.

First Level Spells

First Level Spell Changes
Spell Name Range and

Duration Changes

Other Changes
Animal Friendship Animal Friendship Range increased to 60 ft, duration reduced from 24 hrs to 1 minute Once the spell ends, the creature knows it was Charmed and might attack the spellcaster.
Armour of Agathys Armour of Agathys - -
Arms of Hadar Arms of Hadar - -
Bane Bane - -
Bless Bless - -
Burning Hands Burning Hands Range increased from 15 to 17 ft -
Charm Person Charm Person Range increased from 30 to 60 feet, duration reduced from 1 hr to 1 minute On Explorer and higher difficulty you will lose reputation with whoever you cast Charm Peson on when the spell ends. This can sometimes be avoided by casting Charm Person while under the effects of Disguise Self Disguise Self.
Chromatic Orb Chromatic Orb Range reduced from 90 to 60 feet The spell will only do 3d8 damage if you select thunder damage. If you choose any of the other elements it does 2d8 damage and creates a relevant surface at the target’s feet.
Colour Spray Colour Spray Range increased from 15 to 17 ft Always blinds creatures with an HP total of 33 hit points + 11 HP per upcast level. Instead of rolling the 6d10+2d10 per upcast level, though 33+11x is the average of such a roll.
Command Command - The spell's tooltip describes this as requiring Concentration, but this appears to be a typo.
Compelled Duel Compelled Duel Duration reduced to 3 rounds The spell does NOT end if you attack another creature, or if an ally harms or targets, or end your turn more than 30 ft away.
Create or Destroy Water 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 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.
Cure Wounds Cure Wounds - -
Disguise Self Disguise Self 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.
Dissonant Whispers Dissonant Whispers - The target does not have to use their reaction to flee, but is frightened for 2 rounds
Divine Favour Divine Favour Duration reduced from 1 minute to 3 rounds -
Enhance Leap Enhance Leap (Jump) - -
Ensnaring Strike Ensnaring Strike - 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.
Entangle Entangle Area changed from a 20 ft square to a circle with 10 ft radius Creatures can be restrained each turn they are in the spell area, rather than just those present at the initial cast.
Expeditious Retreat Expeditious Retreat Duration increased from 10 minutes to until long rest, but still requires concentration -
Faerie Fire Faerie Fire Area of effect is changed from a 20 ft cube to a circle with a 20 ft radius. -
False Life False Life 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
Feather Fall Feather Fall 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.
Find Familiar Find Familiar Casting time is instant, and can only be cast while out of combat Limited to cat, crab, frog, rat, raven, and spider unless a class feature like Pact of the Chain grants additional options. They are able to attack, and have special moves with unique effects. Details found on her
Fog Cloud Fog Cloud Range reduced from 120 ft to 60 ft. Persists for as long as you maintain concentration. As of EA patch 9 there is no known way to dispel with gust of wind or other similar effect.
Goodberry Goodberry - Only 4 berries are summoned, each of which can be consumed by a character holding as a bonus action for 1d4 healing
Grease Grease 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.
Guiding Bolt Guiding Bolt Range reduced from 120 ft to 60 ft -
Hail of Thorns Hail of Thorns Radius slightly increased from 5 ft to 7 ft. Concentration is not required. (uncertain if using the spell consumes a bonus action if the attack misses)
Healing Word Healing Word - -
Hellish Rebuke Hellish Rebuke Unlimited range -
Hex Hex Spell lasts for as long as the caster can maintain concentration, range reduced to 60 ft As of EA patch 9 the spell is bugged, causing hex damage to activate a second time on eldritch blast if you have agonizing blast Eldritch Invocation.
Hunter's Mark Hunter's Mark Spell lasts for as long as the caster can maintain concentration, range reduced to 60 ft -
Ice Knife Ice Knife Radius slightly increased from 5 ft to 7 ft. -
Inflict Wounds Inflict Wounds - -
Longstrider Longstrider Duration increased until long rest, concentration still not required -
Mage Armour Mage Armour Duration is until long rest -
Magic Missile Magic Missile Range reduced to 60 ft -
Protection from Evil and Good Protection from Evil and Good Duration is increased from 1 hr to until Long Rest, concentration is still required. The effect does not mention granting advantage on future saves if the target is already charmed, frightened, or possessed. Verification required on if this means the spell automatically ends such conditions, or if the spell has no effect on an existing condition.
Ray of Sickness Ray of Sickness While the spell's description says two turns, it is effectively until the end of your next turn like in 5e -
Sanctuary Sanctuary 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.
Searing Smite Searing Smite - This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. The concentration is to maintain the burning effect on the target, rather than the spell's effect on your weapon.
Shield Shield - -
Shield of Faith Shield of Faith Duration increased til long rest for as long as you can maintain concentration -
Sleep Sleep Range reduced to 60 ft, duration reduced to 2 turns Always makes creatures with a hit point total of 24 fall asleep, which increases by 8 for higher level casts of the spell. There is no rolling of 5d8+2d8 per upcast level. Unusually, the average of such a roll would be 22.5+9x. Thus, this spell is, on average, more powerful in BG3 when cast with a level 1 and 2 spell slot.
Speak with Animals Speak with Animals 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
Tasha's Hideous Laughter Tasha's Hideous Laughter Range increased to 60 ft Currently the spell also applies the unconscious effect, meaning that melee attacks within 5 feet automatically crit. (possible bug)
Thunderous Smite Thunderous Smite - 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.
Thunderwave Thunderwave Cube size slightly increased from 15 ft to 17 ft -
Witch Bolt Witch Bolt Range increased form 30 ft to 60 ft -
Wrathful Smite Wrathful Smite Verification required on duration This is part of the attack action, and will only consume the bonus action and spell slot if the attack connects. The concentration is to maintain the frightened effect on the target, rather than the spell's effect on your weapon.

Second Level Spells

Second Level Spell Changes
Spell Name Range and

Duration Changes

Other Changes
Aid 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.
Arcane Lock Arcane Lock Lasts 10 turns instead of 100. -
Barkskin Barkskin Lasts until long rest, but still requires concentration -
Blindness/Deafness Blindness/Deafness Distance increased to 60 ft Deafen is not an option, the target can only be blinded
Blur Blur - -
Branding Smite 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.
Calm Emotions Calm Emotions - The spell only includes the option to make humanoids in the area immune to charmed or frightened
Cloud of Daggers 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.
Crown of Madness 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.
Darkness 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 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)
Darkvision 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 features.
Detect Thoughts 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.
Enhance Ability 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.
Enlarge/Reduce 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.
Enthrall Enthrall Range is 20 ft instead of 60 -
Flame Blade Flame Blade Duration increased from 10 minutes to until long rest as long as the caster can maintain concentration The blade can be equipped or unequipped, but cannot leave the caster's inventory.
Flaming Sphere 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.
Gust of Wind 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.
Heat Metal 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.
Hold Person Hold Person - -
Invisibility Invisibility Duration reduced to 1 minute instead of 1 hr. -
Knock Knock - -
Lesser Restoration Lesser Restoration - The tooltip just says it removes a disease or "condition" afflicting the target.Verification required on what "conditions" this encapsulates.
Magic Weapon 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.
Melf's Acid Arrow Melf's Acid Arrow Range reduced from 90 ft to 60 ft. -
Mirror Image 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.
Misty Step Misty Step Range increased from 30 ft to 60 ft -
Moonbeam 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.
Pass Without Trace Pass Without Trace Duration increased from 1 hr to until long rest for as long as the caster maintains concentration. -
Phantasmal Force Phantasmal Force - The target cannot make investigation checks to end the spell. The flavorful aspects of the spell are replaced by changing the damage type on subsequent turns from psychic to the damage type that affected it last.
Prayer of Healing Prayer of Healing Can only be cast outside of combat, where it is then cast instantaneously -
Protection from Poison 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.
Ray of Enfeeblement Ray of Enfeeblement - The creature does not get to make a save to end the effect.
Scorching Ray Scorching Ray Range reduced from 120 ft to 60 ft -
See Invisibility See Invisibility Lasts until Long Rest instead of 600 turns. -
Shatter Shatter - -
Silence Silence Range reduced from 120 ft to 60 ft Casting all spells is impossible while in the area of effect
Spiritual Weapon Spiritual Weapon - -
Spike Growth 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. -
Warding Bond Warding Bond - There is no stipulation that the spell ends if the caster and the target move more than 60 ft from one another.
Web 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.

Third Level Spells

Third Level Spell Changes
Spell Name Range and

Duration Changes

Other Changes
Animate Dead 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 spell's page
Beacon of Hope Beacon of Hope - -
Bestow Curse Bestow Curse - -
Blinding Smite Blinding Smite - Concentration is not required to maintain the Blinded status on the target.
Blink Blink - -
Call Lightning 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.
Counterspell Counterspell - Verification required on mechanics for countering spells cast at a higher level than the spell slot.
Crusader's Mantle Crusader's Mantle - -
Daylight 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 sensitive to sunlight such as Shadows and a certain Vampire.
Elemental Weapon Elemental Weapon - -
Fear Fear Duration reduced to 3 turns. -
Feign Death Feign Death Duration reduced to 1 minute -
Fireball Fireball Range reduced to 60 ft Blast radius reduced to 15 feet.
Fly 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.
Gaseous Form 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
Glyph of Warding 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.
Haste Haste - The hastened condition the target receives from the spell is allows the target to take an additional action with no limits, similar to Action Surge. The target can multiattack or cast a spell with the hastened action.
Hunger of Hadar Hunger of Hadar Range reduced from 150 ft to 60 ft -
Hypnotic Pattern 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. -
Lightning Arrow 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.
Lightning Bolt Lightning Bolt - -
Mass Healing Word 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. (verification required)
Plant Growth 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.
Protection from Energy Protection from Energy Duration increased from 1 hr to until long rest -
Remove Curse Remove Curse - There is no mention of removing cursed magic item effects in the description, and it may be that there are no cursed items in the game (verification required).
Revivify 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.
Sleet Storm 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.
Slow Slow Range is 60 ft instead of 120. -
Speak with Dead 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. 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.
Spirit Guardians Spirit Guardians The radius is reduced to 10 ft. Duration reduced to 1 minute -
Stinking Cloud 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.
Vampiric Touch Vampiric Touch - -
Warden of Vitality Warden of Vitality (Aura of Vitality) - -

Fourth Level Spells

Fifth Level Spells

Sixth Level Spells

Related D&D 5e Rule Change Pages