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D&D 3E/3.5 What spells got the greatest buff from 3e to 5e?

Stalker0

Legend
We have talked a lot about how certain spells have been curtailed in 5e, but which ones got juiced up?

Keep in mind, this is not about strict numbers, but in context of the system. For example a 10d6 damage effect in 5e might be stronger than in 3e if the 5e hitpoints are generally lower.


I will start with an interesting one: Zone of Truth

This spell now tells you if the person passed their save, eliminating the largest loop hole in the spell. Before a character could pass the save, and then lie like a bandit. Now the zone of truth is almost unfaillble, save for like a glibness effect.
 

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Scorpio616

First Post
Heat metal. No save involved if you target their armor and the victim then has disadvantage on attack rolls and ability checks for the duration as long as you don't mind using your bonus action to keep the 2d8 damage going each round..
 

Falling Icicle

Adventurer
Ritual Spells: There are quite a few spells that fall into this category, including alarm, illusory script, magic mouth, etc. The ability to cast these spells as rituals makes them far more useful. A lot of these spells would only be cast from scrolls, if they saw any use at all.

Bigby's Hand: This spell used to be several different spells, from 5th to 9th level. Now, it includes all of those options in a single spell, and at 5th level.

Contagion: This spell used to be pretty weak, and it really wasn't useful for anything other than being really mean to NPCs. Now, it's a very powerful debuff in combat.

Ghost Sound: This spell is now part of minor illusion, which also includes the ability to create images.

Globe of Invulnerability: This spell used to only block 4th level and lower spells (as a 6th level spell). Now it blocks 5th level and lower, and can be cast in higher level slots to block even higher level spells.

Hypnotic Pattern: This spell used to have a HD limit that made it useless at higher levels. Not anymore.

Meteor Swarm: Most spells in 5e do less damage than their 3e counterparts. It's just the opposite for MS. It went from 24d6 to 40d6, and affects a far larger area.

Shield: while it doesn't last as long as it did in 3e, the ability to cast it as a reaction makes it far more valuable IMO.
 

MortalPlague

Adventurer
Contagion: This spell used to be pretty weak, and it really wasn't useful for anything other than being really mean to NPCs. Now, it's a very powerful debuff in combat.
Yes. The bard in my game has this. She inflicts it on powerful enemies whenever she can. The fact that it has no initial save makes it very powerful.

Shield: while it doesn't last as long as it did in 3e, the ability to cast it as a reaction makes it far more valuable IMO.
This is a must-have for any NPC caster who thinks they might get into combat.

I'll add one or two of my own:

Heroes' Feast: This spell now grants immunity to a whole bunch of effects (including all kinds of poison), and advantage on will saving throws, among other various bonuses. It's been used to devastating effect by my players while fighting green dragons.

Inflict Wounds: The damage on this spell is now through the roof, compared to what it did in 3rd.
 

radja

First Post
Command

Not only is it no longer limited to a set list of commands, it can affect multiple targets when used at higher levels.
 

1of3

Explorer
Dispel Magic - It automatically ends spells of equal or lower level. There is no area version anymore, but that seems to be a small price.
 

Mort

Legend
Supporter
Foresight received a pretty big bump. In 3.5 it was absurdly weak for a 9th level spell, especially when cast on someone other then the caster.

It's now a spell that casters should actually consider for their 9th level slot.
 

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