5.24e has a fair number of entirely new spells. I am presenting the ten I'm aware of, though there are many that have the same name as before but entirely different mechanics I am not including, and there are also some from supplement books not originally in the PHB that are now in the PHB that I won't be including. This is just brand new spells! Please choose up to 3.
A brief summary of these:
Arcane Vigor (Sorc/Wiz): 2nd lev bonus action range self: Use 1 to 2 of your Hit Dice and gain those hit points plus your spellcaster mod. At higher levels: 1 more die for each.
It's 4e's Healing Surge but restricted to a spell. Not a fan of this way of integrating Hit Dice expenditure. Magic does enough already.
Divine Smite (Pal): Yes, the same Paladin ability, now it's a spell. Lev 1 bonus action after a hit: 2d8 radiant, +1d8 if fiend or undead. At higher levels: 1d8 for each
Better as a core feature because (a) that better supports paladin players who don't want to deal with spells, and (b) if you do want to engage with spells, it's better as a core feature because then you don't need to prepare Divine Smite as a spell, giving you one more spell to prepare.
Elementalism (Druid/Src/Wiz): Cantrip, action range 30 feet. Create of: light breeze, thin shroud of dust or word in dirt, harmless embers and scented colored smoke in 5ft cube that lights candles lamps and torches, or spray of cool mist or a cup of water.
Seems like they're trying to consolidate several elemental-themed cantrips that have more interesting effects than this one. If they are going to make new cantrips, should make them interesting.
Fount of Moonlight (Brd/Dru): 4th level action range self (concentration 10 mins): Bright light 20/dim light 20, resistance to radiant, your melee attacks deal extra 2d6 radiant, after you take damage from creature in 60' that creature saves (Con) or blinded until end of your next turn.
It seems so much like a paladin spell. I don't know how they're assigning these to class lists.
Jallarzi's Storm of Radiance (War/Wiz): 5th lev action range 120' (concentration 1 min): 10ft radius 40' high, creatures in area blinded and deaf, cant cast spells with V component, take 4d10 damage (1/2 Radiant, 1/2 Thunder) con save for 1/2, saves when spell enters your area, or ends turn there, but save only 1x a turn. Higher levels +2d10 each.
Very very powerful, with the double whammy of being blinded and unable to cast Verbal spells (most spells). However, it's also interacting with monster changes where you have the stupid "this is clearly a spell, but it's not listed as a spell, nor are the components listed so...."
It reminds me of the DNDBeyond comment about "frustrating for monsters, but fun for players" (paraphrasing). Another way to think about this spell – would this be fun to use against players? My instinct is players would quickly learn to hate this spell.
Power Word Fortify (Brd/Cler): 7th lev action range 60: split 120 temp HP among up to 6 creatures in range however you choose to split it.
One of the most common complaints of higher level play is Hit Point bloat leading to (a) unbeatable PCs and (b) grindy combat. Throwing around temporary hit points like big bags of candy is certainly not going to address that issue, and more likely exacerbate it.
Sorcerous Burst (Src): Cantrip, action range 120ft: Ranged spell attack for 1d8 of energy type of your choosing. Exploding dice on rolling an 8 (so roll an 8, add another d8). Upgrades 1d8 at 5th, 11th, and 17th.
Exploding dice are fun!
Starry Wisp (Brd/Dru): Cantrip, action range 60ft: Ranged spell attack for 1d8 radiant, until end of your next turn target emits 10' radius dim light and cannot benefit from Invis condition. Upgrades 1d8 at 5th, 11th, and 17th.
A cantrip that negates the ability to Hide (as in 2024 Hide = Invisibility), with no way to thwart it besides Dispel Magic? I see that actively harming the enjoyment of players enjoying the rogue/ranger types and similarly neutering ambush-type elite monsters. Not a fan.
Tasha's Bubbling Cauldron (War/Wiz): 6th lev action range 5' duration 10mins: Creates immovable cauldron filled with common or uncommon potion of your choice in vials in quantity equal to spellcasting mod. Bonus action for you or ally to grab 1 potion vial from cauldron. Potions disappear if not consumed prior to next casting of spell.
I'm assuming the spell does not come with a table of quick reference potions/descriptions? These sorts of things look fun on paper and lead to drag in play, IME. I wonder how this got playtested.
Yolande's Regal Presence (Brd/Wiz): 5th level action range self (concentration 1 min): 10ft emanation, Wis save when emanation enters foes space, foe enters emanation, or ends turn there (but 1 save per turn only), take 4d6 psychic damage, prone, and pushed 10', save for 1/2
Seems a bit confusing on how Pushing working in the context of entering foe's space / foe entering emanation's space... seems to imply that the Push is in relation to the vector of approach. Otherwise it's a fine spell.