Spell changes in the revised D&D 2024 Player's Handbook | One D&D Spell Changes (2024)

Posted byBen Lawrance2nd July 20245th September 2024Posted inGuides, AdviceTags:2024 revision

Spell changes in the revised D&D 2024 Player's Handbook | One D&D Spell Changes (1)

Everything you need to know about how spells are changing in the D&D 2024 revision.

*Updated 5/9/24 with information from the newly released Player’s Handbook.

We now have our hands on the new 2024 Player’s Handbook (previously One D&D) allowing us to dive into exactly how spells are changing in the new D&D revision. If you’re wanting to understand how spells will change between the 2 editions of 5e, then I’ve got loads of details for you below.

Mechanically, spellcasting remains largely the same and switching from 2014 to the 2024 edition will feel very familiar. However, there are tonnes of smaller quality of life changes coming in ranging from brand new spells, tweaked spells and even just basic layout changes.

In this article, I’ll take you through all the new spells in D&D 2024, those that get major changes to how they work, mechanical changes around ritual casting and emanations and even more.

If you want to see the original reveal detailing some of the broader changes to spells, you can check out the video below:

What changes are being made to spells in D&D 2024?

Spell changes in the revised D&D 2024 Player's Handbook | One D&D Spell Changes (2)

Expanded number of spells

WOTC have confirmed that the 2024 Player’s Handbook will have more spells than the 2014 edition. In fact, there will be 31 more to be precise (putting the total number of spells up to 391). However, only 10 of these will be brand new spells with some spells coming over from Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything so these won’t be completely new to a lot of players.

Brand new spells in D&D 2024

I’ve summarised the 10 new spells we’re getting below. One cool thing to note is that we have even more named spellcasters with spells of their own creation along the same lines as Tasha and Mordenkainen:

  • Starry wisp (cantrip): A ranged cantrip that causes 1d8 radiant damage (more at higher levels) and emits dim light, preventing nearby creatures from being invisible.
  • Sorcerous burst (cantrip): Ranged spell attack causing d8 damage of a chosen damage type. If you roll an 8 for damage, you can roll another d8 for damage. Damage scales exponentially at higher levels as you increase the number of d8s you roll, increasing the chances of rolling an 8.
  • Elementalism (cantrip): You cause a small elemental effect.
  • Divine smite (lv1): It’s not exactly new, but it’s new as a spell. Before, divine smite was just a paladin feature, now it’s a spell.
  • Arcane vigor (lv2): Roll 2 unexpended hit dice to heal yourself as a bonus action.
  • Fount of moonlight (lv4): 10 minute concentration spells that allows you to; emit light, gain resistance to radiant damage, cause an extra 2d6 radiant damage from melee attacks and force a constitution saving throw when you are hit that may cause the blinded condition on your attacker.
  • Yolande’s regal presence (lv5): A 10ft emanation that can cause 4d6 psychic damage, the prone condition and for an enemy to be pushed 10ft away on a failed wisdom saving throw.
  • Jallarzi’s storm of radiance (lv5): 10ft radius concentration spell that causes 2d10 thunder and 2d10 radiant damage on a failed constitution saving throw. Creatures in the area are blinded, deafened and can’t cast verbal spells.
  • Tasha’s bubbling cauldron (lv6): Create a cauldron that can produce common and uncommon potions.
  • Power word fortify (lv7): Divide 120 temporary hit points among up to 6 creatures.

There are also some returning spells that weren’t previously featured in the 2014 Player’s Handbook including:

  • Toll the dead
  • Synaptic static
  • Mind spike
  • Mind sliver
  • Ice knife
  • Vitriolic sphere
  • Word of radiance

Altered spells

Spell changes in the revised D&D 2024 Player's Handbook | One D&D Spell Changes (3)

Some spells didn’t quite function in the way that was best for the balance of the game either because they did too little, did too much or just didn’t work in the way they should. Some of these have had how they work completely changed.

Below, I’ve put together some of the bigger changes to spells that I’ve seen in the revised Player’s Handbook though many spells have had minor tweaks, even if it’s just to clarify wording, change damage levels or change the spell type:

Cantrips

  • Blade ward (bard, sorcerer, warlock, wizard): Lasts 1 minute instead of a round and requires concentration. No longer grants resistance to bludgeoning, slashing and piercing damage from weapon attacks. Instead, the attacker subtracts 1d4 from any attack roll made against this creature
  • Friends (bard, sorcerer, warlock, wizard): Range is increased to 10ft (from self) and now causes the charmed condition on a failed saving throw rather than giving the caster advantage on charisma checks.
  • Guidance (cleric, druid): Now have to specify which skill is being buffed but can be used to aid that skill type for the entire minute.
  • Poison spray (druid, sorcerer, warlock): Range has increased from 10ft to 30ft. It’s now a spell attack instead of requiring a saving throw and has become a necromancy spell instead of a conjuration spell.
  • Resistance (cleric, druid): Instead of helping with saving throws, it now reduces damage from a damage type you choose by 1d4
  • Shillelagh (druid): Now deals force damage instead of magic damage and the damage increases as you level up.
  • Spare the dying (cleric, druid): Gets a 15ft range rather than just being touch. This range increases as you level up, eventually reaching 120ft.
  • True strike (bard, sorcerer, warlock, wizard): Instead of granting advantage on your attack next turn, it allows you to attack with a weapon as part of the spell. It also allows you to use your spellcasting modifier for your attack roll and can cause radiant damage or the weapon’s standard damage type. At higher levels, damage increases by up to 3d6 at level 17.

Level 1

  • Chromatic orb (sorcerer, wizard): Can now bounce to an additional target if you roll a double for damage. When you upcast this spell, as well as increasing it’s damage, you also increase the number of enemies it can bounce to.
  • Color spray (bard, sorcerer, wizard): The spell has been simplified to cause all creatures in its area to need to take a constitution saving throw or be blinded instead of only affecting a complicated number of creatures.
  • Hail of thorns (ranger): Still requires a bonus action to cast, but has an instantaneous effect after you hit an enemy rather than lasting a minute and requiring concentration.
  • Inflict wounds (cleric): Causes a constitution saving throw rather than a spell attack. It also causes an extra d10 of damage (taking this to 3d10) and deals half damage on a successful save.
  • Sleep (bard, sorcerer, wizard): Requires concentration, has a shorter range (60ft, was 90ft) and smaller radius (5ft, down from 20ft) but can now affect every creature within the radius who must take a wisdom saving throw or become unconscious. You no longer need to deal with the complications of hit points but creatures can take a second saving throw the next round, but failing this will cause them to sleep for the duration of the spell (or until woken). It also no longer affects creatures immune to exhaustion.

Level 2

  • Barkskin (druid, ranger): This no longer requires concentration and is cast using a bonus action rather than an action. It also makes your AC 17 rather than 16.
  • Cloud of daggers (bard, sorcerer, warlock, wizard): Can now be moved as an action. It also deals damage at the end of a creature’s turn rather than at the beginning.
  • Enhance ability (bard, cleric, druid, ranger, sorcerer, wizard): Instead of offering a wide range of enhancements, you just choose an ability score and gain advantage on ability checks using that ability. You no longer gain extra benefits depending on the option you chose like temporary hit points or increased carrying capacity.
  • Find steed (paladin): Now only requires an action to cast (instead of 10 minutes). It doesn’t summon a specific beast, instead you use a single otherworldly steed stat block. This steed is able to teleport, heal and frighten and can be made more powerful by upcasting the spell.
  • Lesser restoration (bard, cleric, druid, paladin, ranger): This is now a bonus action instead of a full action.
  • Phantasmal force (bard, sorcerer, wizard): Now deals 2d8 psychic damage. It can also affect undead and constructs.
  • Prayer of healing (cleric, paladin): Grants the benefits of a short rest as well as healing party members. Healing is reduced slightly (you no longer add your spellcasting ability modifier) and it affects up to 5 creatures instead of 6.
  • Spiritual weapon (cleric): Now requires concentration.

Level 3

  • Aura of vitality (cleric, druid, paladin): Healing no longer requires a bonus action to be granted.
  • Conjure animals (druid, ranger): Completely changed. It now lasts 10 minutes, creating a large pack of spectral animals. If the caster is within 5ft of them, they grant advantage on strength saving throws. When they move within 10ft of an enemy, that enemy must make a dexterity saving throw or take 3d10 damage (more when cast at higher levels). You can move the pack whenever you move.
  • Lightning arrow (ranger): Still requires a bonus action to cast, but has an instantaneous effect after you hit an enemy rather than lasting a minute and requiring concentration.
  • Sleet storm (druid, sorcerer, wizard): Now 40ft tall with a 20ft radius instead of the other way around. Targets only need to make a single dexterity saving throw to avoid losing concentration and falling prone.
  • Spirit guardians (cleric): Deals damage at the end of a creature’s turn rather than the start of it.
  • Stinking cloud (bard, sorcerer, wizard): Causes the poisoned condition on a failed saving throw. In addition, creatures poisoned by the spell can’t take bonus actions or actions (previously only prevented you using your action).

Level 4

  • Confusion (bard, druid, sorcerer, wizard): Targets can no longer take bonus actions or reactions.
  • Conjure minor elementals (druid, wizard): Now lasts 10 minutes. You now conjure elemental spirits that form a 15ft emanation around you. You deal an extra 2d8 damage whenever you hit an enemy and the emanation is now difficult terrain for enemies.
  • Conjure woodland beings (druid ranger): This spell has been completely reworked. It now lasts 10 minutes and it creates a 10ft emanation around you of nature spirits. Creatures entering the emanation take 5d8 force damage on a failed wisdom saving throw (more when cast at higher levels). It also allows the caster to disengage as a bonus action.
  • Giant insect (druid): Instead of transforming normal sized creatures, you now just summon a giant version of one of those creatures. You also get the stat block in the spell description and the spell now has a range of 60ft. You can also upcast the spell to make the insect more powerful.
  • Grasping vine (druid, ranger): Has a longer range (60ft rather than 30ft) and the vine can pull its victim 30ft rather than the previous 20ft. It also hits using a spell attack rather than a saving throw and causes 4d8 bludgeoning damage (previously it was 0). If the target is huge or smaller, they also become grappled. You can also upcast the spell to increase the number of grappled creatures.
  • Guardian of faith (cleric): The guardian is now invulnerable and deals damage when a creature starts their turn within its range.
  • Phantasmal killer (bard, wizard): Instead of causing the frightened condition, it causes disadvantage on ability checks and attack rolls.
  • Polymorph (bard, druid, sorcerer, wizard): Rather than assuming the hit points of the beast being transformed into, the target gains temporary hit points equal to the hit points of the beast form. The target retains its alignment, personality, creature type, hit points and hit dice. The spell now ends when there are no temporary hit points left.

Level 5

  • Animate objects (bard, sorcerer, wizard): The number of objects is now determined by your spellcasting ability modifier rather than by upcasting. Medium objects count as one object, large as two and huge as three. When you upcast the spell, you increase the damage objects cause. Armor class, strength, dexterity and damage are no longer affected by the size of the object.
  • Conjure elemental (druid, wizard): Casting time has been reduced to one action rather than one minute. Range has been reduced to 60ft (from 90ft). You also no longer need a material component to cast it and it lasts 10 minutes rather than an hour. Creatures that enter or start their turn within 5ft of this intangible, elemental spirit, must take a dexterity saving throw or take 8d8 damage and become restrained. They repeat the saving throw on subsequent turns taking 4d8 damage on a failed save. It can be upcast to increase the damage.
  • Contagion (cleric, druid): Now deals 11d8 damage and requires a constitution saving throw instead of a spell attack. Also, instead of having to pick an affliction from a list, you now just cause the poisoned condition on the target and they have disadvantage on saving throws using an ability you choose for them.
  • Swift quiver (ranger): You can now use the attacks from this spell as part of the bonus action you use to cast the spell.

Level 6

  • Conjure fey (druid): Now requires an action to cast instead of 1 minute. Range has been reduced from 90ft to 60ft and lasts for 10 minutes instead of an hour. Now lets you conjure a fey spirit that allows you to make a melee spell attack against a creature within 5ft, causing 3d12 + your spellcasting modifier psychic damage and the frightened condition for a turn on a hit. On subsequent turns, you can use your bonus action to teleport the spirit and repeat the attack. You can also upcast the spell to increase the damage.
  • Heroes’ feast (bard, cleric, druid): Now has a range of self instead of 30ft. It also no longer lets you take wisdom saving throws with advantage.

Level 7

  • Mordenkainen’s sword (bard, wizard): Now has a range of 90ft. It also causes more damage (4d12 instead of 3d10). The sword can now move 30ft rather than 20ft.
  • Plane shift (cleric, druid, sorcerer, warlock, wizard): You can no longer banish enemies using this spell.

Level 8

  • Animal shapes (druid): No longer requires concentration. Transformed creatures now keep their alignment, hit points, hit dice, ability to communicate, Intelligence, Wisdom, and Charisma. Transformed creatures gain temporary HP equal to the HP of the beast they transform into, and the spell ends when they have no temporary HP left or choose to leave the form using a bonus action.
  • Befuddlement (bard, druid, warlock, wizard): The new name for feeble mind. It now causes 10d12 damage instead of 4d6. Full damage is no longer automatic though as passing the intelligence saving throw will only cause half damage. On a failed save, the creature no longer has intelligence and charisma drop to 1 and they can still understand language and communicate, but they can’t cast spells or take magic actions.
  • Earthquake (cleric, druid, sorcerer): If a structure falls on a creature, they now take 12d6 damage instead of 5d6. The saving throw now requires dexterity rather than constitution and the additional effects caused by the earthquake are chosen by the caster rather than the DM.

Level 9

  • Power word heal (bard, cleric): No longer requires somatic component and has a range of 60ft (rather than touch). Also ends the poisoned condition too.
  • Shapechange (druid, wizard): Transformed creatures gain temporary HP equal to the hit points of the form they turned into. The spell ends if none are left. Transformed creatures can still communicate, and they keep their alignment, personality, Intelligence, Wisdom, Charisma, hit points, hit points dice, proficiency and spellcasting feature.
  • Storm of vengeance (druid): Range is now a mile instead of sight. Radius has been reduced to 300ft instead of 360ft. Creatures deafened by the spell are only deafened for a minute instead of 5. Acid damage taken on the 2nd turn of the spell is now 4d6 rather than 1d6.
  • True polymorph (bard, warlock, wizard): Rather than assuming the hit points of the creature being transformed into, the target gains temporary hit points equal to the hit points of the beast form. The target retains its hit points and hit dice. You no longer control a creature transformed from an object once the spell’s duration ends.

Some spells also received small changes, but form part of a group of spells that changed in similar ways that it’s worth highlighting. This includes:

  • Smites: Smites no longer require concentration, instead they are instantaneous effects. They can often also be upcast to increase the damage output.
  • Healing: Most healing spells will now heal more hit points.

My favourite, but possibly least important spell change goes to legend lore, which now plays a sad trombone if the target isn’t famous.

Class spell lists

Class and subclass spell lists are getting revamped. In many cases this means getting expanded options to give more flexibility to classes as well as ensuring that spells can grant the capabilities that class should have.

Below I’ve provided all completely new additions and removals to spell lists. I’ve not included spells that were added in Tasha’s or Xanathar’s guides as they were already available to classes. Note too that befuddlement is a reworked and renamed version of feeble mind.

LevelBardClericDruidPaladinRangerSorcererWarlockWizard
CantripStarry wispElementalism, message, spare the dying, starry wispElementalist, sorcerous burstElementalist
1Divine smiteSearing smiteBane, detect magic, speak with animals, Tasha’s hideous laughter
2AidArcane vigorShatterArcane vigor
3Dispel magic
4Fount of moonlightFount of moonlight
5Yolande’s regal presenceCircle of powerSummon draconic spirit/dragonGreater restorationSummon draconic spirit/dragonJallarzi’s storm of radianceCircle of power, Jalarzi’s storm of radiance, Yolande’s regal presence
6Tasha’s bubbling cauldron, conjure fey, flesh to stone, mass suggestionTasha’s bubbling cauldron
7Power word fortifyPower word fortify
8BefuddlementBefuddlementBefuddlementBefuddlement
9

Ritual casting for all spellcasters

Spell changes in the revised D&D 2024 Player's Handbook | One D&D Spell Changes (4)

All classes now get to cast spells as rituals, not just certain classes. All they have to do is ensure a spell is a known spell and that it has the ritual tag and it can be cast as a ritual.

Earlier spellcasting for half casters

We found out in the 2024 paladin and ranger reveals that both these half-caster classes get their spells earlier. They now get spellcasting from level 1 rather than level 2. This is to give players a chance to get used to their spellcasting features right from the beginning of the game.

Emanations are a new area of effect classification

As shown in the 2024 paladin reveal, emanations are a new way of classifying certain area of effect spells. An emanation affects an area in a straight line from the caster in all directions. This sounds a little like a sphere, though the important difference is that an emanation doesn’t affect the caster at its centre and always affects the area around the caster.

In reality, these types of spells already existed, but this classification simplifies spell explanations. Spells like auras, thunderclap and spirit guardians are all examples of emanations.

More powerful spells

A lot of spells have had their power levels ramped up a bit. This is especially the case for high level spells which they wanted to feel more satisfying to cast. Flamestrike, healing spells and summons were called out specifically as upgraded spells but it sounds like there are many more.

Summoning gets streamlined

Summoning spells now have the necessary stat blocks in the Player’s Handbook (rather than having to search the Monster Manual). On top of this, to streamline summons, you now summon a consistent spirit being that embodies the type of summon you’re performing.

Spells for subclasses

As part of bringing in spells from previous source books, WOTC ensured that all the spells needed for each subclass are here in the 2024 Player’s Handbook. One example of this is the dragon’s breath spell which will be needed for the draconic sorcerer.

On that note, there are a couple of subclasses that didn’t get their own spell list for their subclass that do now. They are the draconic sorcerer and the circle of the moon druid.

Clarified entries

Some spells weren’t always as clear as they should have been. These have been tweaked slightly to give more clarity around how they work.

Reformatted spell entries

To make spell entries easier to skim, some elements have been moved around, for instance, the ritual tag has been moved into the spellcasting time section. Spells will also state which class lists they’re part of too.

Shortened spell entries

The designers were keen to ensure players could get to the parts of a spell that are most important so have worked to tweak wording to trim things down and help players read each entry quicker

Some spells have just been simplified so they’re easier and quicker to use in game, like color spray which just affects all creatures in the area rather than calculating hit points to determine who’s affected.

More artwork depicting spells

There’s a lot more artwork of spells and it shows a lot more instances of the spells being cast and often by the original creator of the spell. This should help players and DMs envision the spells being cast and aid roleplaying.

There you have it! All the revealed changed coming to spells in D&D 2024. There are a lot of great streamlining and quality of life improvements being made to spells throughout the revision (despite a couple of potential abuse cases).

What do you think of the changes to spells in D&D 2024? Let me know in the comments below.

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Published by Ben Lawrance

Ben is the creator of Dungeon Mister and is an experienced dungeon master who's been immersed in the D&D universe for over 20 years.View more posts

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