5e '24 vs '14 - Spells in the Players Handbook

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These descriptions are intended to summarize, not replace, entries in the Players Handbook in an objective manner.

Added

New in PHB24

Arcane Vigor (p. 242)
Wizards and Sorcerers get a Level 2 spell that lets them use up to two of their available Hit Point Dice to heal for the result plus spellcasting modifier as a Bonus Action. Upcasting lets them add 1 Hit Point Die per spell slot level.

Befuddlement (p. 245)
Target rolls Intelligence save or takes 10d12 Psychic and loses ability to use any magic for 30 days before being able to repeat the save. Half damage and no other effects on a successful save
Appears to be a replacement for the legacy, removed Feeblemind spell, but does not impair the target’s Intelligence.

Divine Smite (p. 265)
Previously a class Feat for the Paladin, this is now a Leveled spell in order to align it with the other smite types and prevent the “double smite” exploit. Can only be cast after a successful Melee or Unarmed Strike, does bonus 1d8 against Fiends and Undead.

Elementalism (p. 267)
An elements-themed utility cantrip similar to Druidcraft or Thaumaturgy that’s available to the Sorcerer and Wizard classes.

Fount of Moonlight (p. 276)
Level 4 spell that illuminates space, buffs its caster with Radiant Resistance and bonus 2d6 Radiant damage, and can apply Blinded to an attacker as a Reaction.

Jallarzi’s Storm of Radiance (p. 289)
Mechanically similar to Spirit Guardians, it debuffs creatures inside its area with Blinded, Deafened, and prevents casting any spells with Verbal components.

Power Word Fortify (p. 306)
Level 7 buff spell granting a pool of 120 Temporary HP to be divided among its targets.

Shining Smite (p. 316)
A new Paladin smite that does 2d6 Radiant and illuminates its target, granting Advantage to attacks against it and negating any benefit of Invisible.

Sorcerous Burst (p. 318)
Ranged attack cantrip that does 1d8 Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder - caster’s choice. Has a rolling bonus damage mechanic that adds damage dice when the rolled result is an 8. The number of damage dice increase at character levels 5, 11, and 17.

Starry Wisp (p. 320)
Ranged spell attack dealing 1d8 Radiant illuminating the target and negating benefits of Invisible.

Tasha’s Bubbling Cauldron (p. 330)
Level 6 Conjuration that allows for the production of a number of Common or Uncommon potions equal to the caster’s spellcasting modifier. This spell has a material component cost that cannot be avoided with an Arcane Focus.

Yolande’s Regal Presence (p. 343)
Creates an Emanation around the caster and forces a Wisdom saving throw to avoid 4d6 Psychic, Prone, and being pushed up to 10 feet away, half damage only on a successful save.


Imported from Prior Books

Charm Monster (p. 249)
Functionally identical to Charm Person, but works on non-humanoid creatures and is a Level 4 Enchantment rather than Level 1
Originally appeared in Xanathar’s Guide to Everything.

Dragon’s Breath (p. 266)
Grants an elemental breath weapon attack to a creature on touch. Creatures within its 15’ Cone make a Dexterity saving throw or take 3d6 of the chosen elemental damage, half that on a save
Originally appeared in Xanathar’s Guide to Everything.

Ice Knife (p. 287)
Ranged spell attack that does 1d10 Piercing to its target then explodes, forcing a Dexterity saving throw to avoid 2d6 Cold.
Originally appeared in Elemental Evil Player’s Companion.

Mind Sliver (p. 298)
Cantrip that forces Intelligence saving throw to avoid 1d6 Psychic damage and 1d4 penalty to target’s next saving throw in the current round.
Originally appeared in Tasha’s Cauldron of Everything.

Mind Spike (p. 298)
Target takes 3d8 Psychic and has its location known to the caster for 1 hour on a failed Wisdom saving throw, half damage on a success.
Originally appeared in Xanathar’s Guide to Everything.

Steel Wind Strike (p. 322)
Level 5 Conjuration that lets the caster make a melee spell attack to deal 6d10 Force to each of up to 5 creatures in its area, then teleport to within 5 feet of any of those targets regardless of whether they were hit.
Originally appeared in Xanathar’s Guide to Everything.

Summon Aberration (p. 322)
Manifests an allied Beholderkin, Slaad, or Star Spawn (caster’s choice) Aberrant Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Beast (p. 322)
Manifests an allied Air, Land, or Water (caster’s choice) Bestial Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Celestial (p. 323)
Manifests an allied Avenger or Defender(caster’s choice) Celestial Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Construct (p. 324)
Manifests an allied Clay, Metal, or Stone (caster’s choice) Construct Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Dragon (p. 324)
Manifests an allied Draconic Spirit for 1 hour.
The PHB24 version of this spell removes the earlier version’s choice of the dragon’s type.
Originally appeared as Summon Draconic Spirit in Fizban’s Treasury of Dragons.

Summon Elemental (p. 325)
Manifests an allied Air, Earth, Fire, or Water (caster’s choice) Elemental Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Fey (p. 326)
Manifests an allied Fuming, Mirthful, or Tricksy (caster’s choice) Fey Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Fiend (p. 326-327)
Manifests an allied Demon, Devil, or Yugoloth (caster’s choice) Fiendish Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Summon Undead (p. 328)
Manifests an allied Ghostly, Putrid, or Skeletal (caster’s choice) Undead Spirit for 1 hour.
Originally appeared in Tasha’s Cauldron of Everything.

Synaptic Static (p. 330)
Creatures in its area make an Intelligence saving throw to take half damage, otherwise they take 8d6 Pyschic and have a 1d6 penalty their attacks, ability checks, and Concentration saves for 1 minute. The Intelligence saving throw can be repeated at the end of the afflicted creature’s turn to end the effect.
Originally appeared in Xanathar’s Guide to Everything.

Thunderclap (p. 330)
Creatures within 5 feet of the caster must succeed on a Constitution saving throw or take 1d6 Thunder.
Originally appeared in Elemental Evil Player’s Companion.

Toll the Dead (p. 334)
The target of this cantrip must succeed on a Wisdom saving throw or take 1d8 Necrotic. If the target was missing any HP, the damage is 1d12 Necrotic instead.
Originally appeared in Xanathar’s Guide to Everything.

Vitriolic Sphere (p. 337)
Deals 10d4 Acid when cast and another 5d4 Acid to each creature caught in its area at the end of their next turn. If a creature in the area succeeds on a Dexterity saving throw, it only takes half of the initial damage.
Originally appeared in Elemental Evil Player’s Companion.

Word of Radiance (p. 343)
Creatures within 5 feet of the caster make a Constitution saving throw to avoid 1d6 Radiant.
Originally appeared in Xanathar’s Guide to Everything.


Changed (2025.04.24: Incomplete for “D” and later)

A

Acid Splash (p. 239)
Re-classified from Conjuration to Evocation. Area of effect restated as a 5’ radius Sphere.

Alter Self (p. 239)
The Natural Weapons option on this spell now replaces the previous plus-one bonus to Strength for attacks by adding the caster’s spellcasting modifier to attack and damage rolls.

Animal Messenger (p. 240)
The target messenger now makes a Charisma saving throw in order to, on success, attempt delivery of the message. Beasts with a CR greater than 0 automatically succeed on the saving throw and will then carry the message.

Animate Objects (p. 240-241)
The number of targets is now equal to spellcasting modifier (previously 10), the object’s size scaling against the count of objects is decreased from 2, 4, 8 to 1, 2, and 3 (Medium, Large, Huge, respectively), and all objects affected now have a common stat block. The AC for all objects is fixed; HP is variable by size and roughly halved from before; melee attacks now add the spellcasting modifier as a bonus to both Attack and Damage; the dice used for damage are slightly lower (though this is likely offset by adding the spellcasting modifier); and up-casting the spell now adds damage dice instead of animating more objects.

Antipathy/Sympathy (p. 242)
Material components are simplified and same for either effect. All effects of the spell are applied within 120 feet of the target, rather that 2014’s 200-foot and 60-foot particulars.

Arcane Eye (p. 242)
Explicitly states that the eye is invulnerable.

Arcane Lock (p. 242)
No longer able to be overcome by non-magical means.

Armor of Agathys (p. 243)
Casting time is now a Bonus Action (previously Action) and the material components are “a shard of blue glass” (previously “a cup of water”).

Aura of Vitality (p. 244)
No change to the amount of healing it grants, but now it restores HP on casting and at the start of the caster’s turn. This removes the previous need to take a Bonus Action to activate its healing.

Awaken (p. 244)
Removed the 2014 stipulation that the target Beast or Plant must be of size Huge or smaller. The 2014 Monster Manual has no entries for Beasts or Plants larger than Huge.

B

Banishing Smite
The timing of when this spell is cast has been changed, it is now cast after a successful attack and its effect applies immediately on the target of that attack. The banishment effect now affords the target a Charisma saving throw to avoid, and it only sends the target to “a harmless demiplane” for the duration; it no longer returns creatures to their native plane.

Banishment
This spell is largely unchanged, but no longer requires that targets be returned to their “home” plane. Instead, Aberrations, Celestials, Elementals, Fey, and Fiends are transported to a plane associated with that type (GM’s choice).

Beast Sense
Expanded to include “the beast’s senses” rather than strictly sight and hearing.

Bestow Curse
The curse options appear to no longer permit player-defined options. The 2014 curse that would make the target "do nothing " for its turn instead forces them to take the Dodge action.

Bigby’s Hand
The summoned hand no longer has stated ability scores, instead using the caster’s spellcasting modifier and spell save DC as appropriate.
Clenched Fist - base damage is increased from 4d8 to 5d8
Forceful Hand - the contested checks are replaced with saving throws, in keeping with updates to Grapple and Shove
Grasping Hand - the contested checks are replaced with saving throws, in keeping with updates to Grapple and Shove. Damage is increased to 4d6, from 2d6, plus spellcasting ability modifier.
Interposing Hand - this option no longer requires a target, granting Half Cover to the caster against all effects passing through it. The hand’s space is Difficult Terrain for enemies, rather than 2014’s movement-blocking conditions.

Blade Barrier
The damage type has changed to Force, from Slashing.

Blade Ward
This spell’s grant of damage resistance is replaced with a 1d4 penalty to attack rolls made against the caster.

Bless
The material components have changed to a Holy Symbol valued at 5 GP or higher, rather than holy water.

Blight
This spell’s effects now apply to Undead- and Construct-type creatures. Plant-type targets now automatically fail the saving throw, rather than having Disadvantage, but the damage to Plant creatures is not affected.

Blinding Smite
This is now cast after a successful attack, affecting the target of that attack immediately. The target is now immediately given the Blinded condition (previously made a saving throw against it), which can be removed by a successful saving throw at the end of the target’s turn.
Up-casting this spell increases the damage dice pool by 1 per level, which was not included in the 2014 version.

Blink
1d6, rather than 1d20, is used to determine whether the caster appears in the Ethereal Plane. The probability of plane-shifting remains the same.

C

Call Lightning
No longer requires 100 feet of vertical space to be cast, instead simply requiring a visible location above the caster.

Calm Emotions
Explicitly grants Immunity to Charmed and Frightened to affected creatures for its duration, previously it only suppressed the effects of these conditions.

Chill Touch
Range is now Touch (previously 120 feet), Duration is Instantaneous (previously 1 round), the damage die type is increased to 1d10 at all levels (previously 1d8), the target is unable to regain HP until the end of your next turn (p. start of your next turn), and its special effects against Undead targets are removed.

Chromatic Orb
Gains the ability to chain to an additional target within 30’ when any of the rolled damage dice show the same number. The number of additional targets is constrained by the level of the spell slot used to cast.

Clairvoyance
Changing between sight and hearing is now a Bonus Action, previously an Action.

Cloudkill
The 2014 notes on the behavior of the spell’s toxic cloud have been removed. The cloud still moves away from the caster at the start of each turn.

Color Spray
Duration is now Instantaneous (p. 1 round). A Constitution saving throw to avoid the Blinded condition replaces the hit point pool, and casting at higher levels affords no additional benefit.

Command (p. 251-252)
The 2014 version had a list of suggested words and their effects, alongside an allowance for open-ended, character-defined commands. 2024 removes the character-defined version and limits the possible command words to “Approach”, “Drop”, “Flee”, “Grovel”, and “Halt”.

Commune with Nature
The information gleaned from the spell is slightly changed. The caster now becomes aware of portals to other planes (p. any influences from those planes), the location of a single CR 10 or greater Celestial, Elemental, Fey, Fiend, of Undead (p. “powerful” of the same), and the "most prevalent plant, mineral, or Beast (p. all).

Compulsion
No longer states that affected targets cannot be compelled to move into obvious hazards.

Confusion
Affected creatures can no longer take Bonus Actions or Reactions (p. just Reactions).
A d4 replaces the d8 for directional movement on a Behavior roll of 1.

Conjure Animals
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Conjure Barrage
Damage is increased to 5d8 Force (p. 3d8, type dependent on weapon used). Casting at higher levels adds 1d8 per level to the damage pool.

Conjure Celestial
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Conjure Elemental
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Conjure Fey
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Conjure Minor Elementals
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Conjure Volley
The damage type is now Force (p. same as weapon used in casting).

Conjure Woodland Beings
This spell has been entirely re-worked from 2014 and no longer summons an entity with Initiative or stat block. Consult the PHB24 for how this spell now works.

Contact Other Plane
A failed save now imposes the Incapacitated condition rather than “insane”.

Contagion (p. 256)
Replaces the list of named afflictions with a flat 11d8 Necrotic and Poisoned condition. The caster now chooses an Ability and the target has Disadvantage on saving throws with that Ability as long as they have the Poisoned condition.

Contingency
The material components no longer specify a substance for the statue to be carved from.

Cordon of Arrows
Material components are now “an ornamental braid” (p. four arrows or bolts). Damage is now 2d4 per piece of ammunition (p. 1d6).

Counterspell (p. 258)
Previously, it would automatically succeed against any spell of a lower Level and require a spellcasting Ability check with a DC based on the target spell’s level.
Counterspell no longer automatically succeeds; the caster of the target spell must succeed on a Constitution saving throw or their spell has no effect. A countered spell does not consume a spell slot, but the Action, Bonus Action, or Reaction used to cast it is still expended.

Create Undead
Material components no longer require grave dirt and brackish water.

Creation
Material components are now only a paintbrush (p. a sample of the material being created).

Crown of Madness
May now target non-humanoid creatures, but they automatically save against the spell’s effects.

Crusader’s Mantle
Now includes Unarmed Strikes for its bonus damage.

Cure Wounds (p. 258)
Gains an additional 1d8 to its base healing and per level of upcast to make it 2d8 plus spellcasting modifier, and an extra 2d8 per level of upcast

D

E

Enhance Ability (p. 268)
Only grants Advantage on checks with the selected Ability now, the additional benefits granted for Strength, Dexterity, and Constitution have been removed.

F

Find Steed (p. 272-273)
The free-form player choice of steed type (and, consequently, monster stat block) is replaced with a consistently-defined stat block - it varies by the player’s choice of Celestial, Fey, or Fiend monster type. The Steed may still resemble a creature of the player’s choice.
Rules for integrating the Steed with 2024’s Mounted Combat (p. 26) were added.
PHB24 clarifies that items the Steed was carrying when it disappears due to 0HP or character death are dropped.
The spell may now be upcast to increase the Steed’s AC, HP, grant it a Fly Speed, attack damage modifier, and the potency of certain type-specific abilities.
The ability to redirect spells targeting the Steed’s rider at the Steed itself has been removed.

Fly (p. 276)
Adds the Hover property to the granted flying Speed.

G

H

Healing Word (p. 284)
Gains an additional 1d4 to its base healing and per level of upcast to make it 2d4 plus spellcasting modifier, and an extra 2d4 per level of upcast

I

J

L

M

Mass Cure Wounds (p. 296)
Gains an additional 2d8 to its base healing, no change to upcasting to make it 5d8 plus spellcasting modifier, and 1d8 per level of upcast

Mass Healing Word (p. 296)
Gains an additional 1d4 to its base healing, no change to upcasting to make it 2d4 plus spellcasting modifier, and 1d4 per level of upcast

N

O

P

R

##S
Sleep (p. 317)
The area of effect is decreased from “within 20 feet of a point” to a “5-foot-radius Sphere.”
The ascending order HP mechanic has been replaced with a Wisdom saving throw. Failing this saving throw imposes the Incapacitated condition on the affected creature and requires them to make another Wisdom saving throw at the end of their next turn. Upon failing the second saving throw, the creature gains the Unconscious condition for the duration, until the creature takes damage, or a creature within 5 feet of it uses an Action to rouse it.
Creatures automatically succeed on the first saving throw if they do not require sleep (elves), or have Immunity to Exhaustion.

Spare the Dying (p. 318)
Updated to include the condition that the target be at 0HP and not Dead (emphasis mine). This change specifically excludes the following from this spell’s effects (p. 28):

  • Monster death
  • Hit Point Maximum of 0
  • Massive Damage
  • Failed Death Saving Throws

T

U

V

Vicious Mockery (p. 337)
Targeting conditions now include creatures the caster can see or hear, previously it was only sight-based. The damage die type has been increased from d4 to d6.

W


Removed

Feeblemind (PHB14 p. 239)
Appears to have been replaced by the newly-added spell Befuddlement, which damages the opponent but does not impair their abilities.