This document covers notable changes to individual spells between 5e (2014) and 5.5e (2024). Hundreds of spells received minor wording clarifications not listed here. When in doubt, use the 2024 PHB spell entry as written.
Buff - more powerful or reliable than before
Nerf - less automatic or powerful than before
Reworked - functions differently; not clearly stronger or weaker
Section 1
Combat Spells
5e (2014)
5.5e (2024)
Automatically interrupted spells of 3rd level or lower with no saving throw. For 4th level or higher spells, the counterspeller made an ability check (spellcasting modifier) with a DC of 10 + spell level. Higher-level slots could upcast Counterspell to auto-cancel higher spells. If Counterspell succeeded, the target lost their spell slot.
The target makes a Constitution saving throw against your spell save DC. On a failed save, their spell is cancelled and their action/bonus action/reaction is wasted - but they do not lose the spell slot. There is no ability check, no auto-cancel for lower-level spells, and no upcasting mechanic. Success means the spell goes through normally.
5e (2014)
5.5e (2024)
Rolled 5d8 and compared the total to the current hit points of creatures in the area, putting the lowest-HP creatures to sleep first until the HP pool was exhausted. Completely ineffective against creatures with more than ~40 HP at level 1, and useless against most monsters by mid-levels.
Each creature in a 5-foot radius sphere must make two Wisdom saving throws or fall unconscious. No hit point pool. Effectiveness now scales with the target’s Wisdom save, not their HP. Remains a 1st level spell.
5e (2014)
5.5e (2024)
Cost a full action, lasted only until the start of your next turn, and granted resistance to Bludgeoning, Piercing, and Slashing damage for that one turn. Rarely worth the action.
Still costs an action, but now lasts up to 1 minute with Concentration. For the duration, any creature attacking you subtracts 1d4 from their attack roll. No longer requires burning your action every single round.
5e (2014)
5.5e (2024)
On a hit, the target made a Constitution saving throw or became Poisoned until the end of your next turn. The condition was not guaranteed even on a direct hit.
On a hit, the target is automatically Poisoned until the end of your next turn. The Constitution saving throw to resist the Poisoned condition has been removed.
5e (2014)
5.5e (2024)
A Paladin class feature - not a spell. Could be used freely after any successful melee attack without spending an action, just a spell slot. No limit on uses per turn.
Now a spell that is always prepared for Paladins. Must be cast as a Bonus Action before the attack. The change makes it part of the action economy and means it can theoretically be Counterspelled.
Section 2
Control and Utility Spells
5e (2014)
5.5e (2024)
Created a slippery area. Could also be ignited with fire damage spells, turning the ground into a damage zone in addition to its difficult terrain and knockdown effects.
Officially nonflammable. Grease is now solely a battlefield control spell that creates difficult terrain and can knock prone. You cannot set it on fire.
5e (2014)
5.5e (2024)
Summoned 1 or more beasts whose CR total equaled a set value (e.g., eight beasts of CR 1/4). You chose the actual animal types, and they acted on their own initiative, could be interacted with, and lasted 1 hour.
Summons spectral nature spirits with a fixed stat block rather than actual animals. Functions more like Spiritual Weapon - a moveable damage-dealing zone. Lasts 10 minutes instead of 1 hour. Utility uses (scouting, carrying, etc.) are lost.
5e (2014)
5.5e (2024)
Bonus Action to activate each turn to heal a creature for 2d6 HP. Required spending your Bonus Action every round to use the healing effect.
The healing is now a free action (no action cost). You can heal for 2d6 HP and still have your full Action and Bonus Action available. Massive buff to Clerics, Druids, and Paladins in combat.
5e (2014)
5.5e (2024)
Could duplicate any spell of 8th level or lower, or produce virtually any effect the DM allowed. Stress effect on a failed CHA check caused inability to cast Wish again. No hard restrictions on multiverse manipulation.
Retains most functions. Added “sudden learning” option: casting Wish can replace one of your feats with another you qualify for. New restrictions block attempts to manipulate Sigil or the Lady of Pain. Stress mechanic unchanged.
Section 3
Healing Spells
As a general system change, single-target healing spells received significantly improved healing in 5.5e. The most impactful examples:
| Spell | 5e (2014) | 5.5e (2024) | Change |
| Cure Wounds | 1d8 + modifier per slot level | 2d8 + modifier per slot level | Dice doubled |
| Healing Word | 1d4 + modifier per slot level | 2d4 + modifier per slot level | Dice doubled |
| Mass Cure Wounds | 3d8 + modifier, up to 6 creatures | 5d8 + modifier, up to 6 creatures | Dice increased |
| Prayer of Healing | 2d8 + modifier per creature | 4d8 + modifier per creature | Dice doubled |
| Regenerate | 4d8 + 15 on cast, then 1 HP/round | 4d8 + 15 on cast, then 1 HP/round | Unchanged |
Section 4
Summoning Spells (System-Wide Change)
The 2024 rules introduced standardized stat blocks for most summoning spells. Rather than pulling creatures from the Monster Manual and comparing stat blocks, the spell itself provides a single unified stat block that scales with the spell slot used to cast it.
- Conjure Animals - see above.
- Giant Insect: Choose centipede, spider, or wasp flavor from a single standardized block. No more flipping to the MM.
- Conjure Elemental: Uses a unified elemental stat block scaled to spell slot level.
- Summon Beast, Summon Fey, Summon Fiend, Summon Undead (from Tasha’s): Already used this model in 5e; now it is the standard across the board.
- Animate Dead: Skeletons and zombies now use simplified stat blocks provided in the spell, not the MM entries.
The tradeoff: summons are easier and faster to run, but lose the variety and situational utility of choosing from the full bestiary.
Section 5
Ritual Casting (System-Wide Change)
| Rule | 5e (2014) | 5.5e (2024) |
| Who can ritual cast? |
Only classes with the Ritual Casting feature (Wizard, Cleric, Druid, Bard). Warlock and Sorcerer could not. |
Any spellcaster who has a ritual spell prepared can cast it as a ritual, regardless of class. |
| Wizard ritual casting |
Wizards could ritual cast from their spellbook even without the spell prepared. |
Wizards must have the spell prepared to ritual cast it, like everyone else. |
Section 6
Notable Class Spell List Changes
Paladin
- Divine Smite is now a spell (always prepared). See above.
- Gains access to Greater Restoration at level 5 spell slots (previously unavailable).
Ranger
- Gains access to Dispel Magic, which was previously not on the Ranger list.
Bard
- Gains Starry Wisp (new cantrip), Yolande’s Regal Presence, and Color Spray returns to the list.
Cleric
- Gains Circle of Power, Power Word Fortify, Aura of Vitality, and Summon Celestial as new additions.
Druid
- Gains Elementalism and Starry Wisp as new cantrips, plus Fount of Moonlight and Befuddlement.
This document covers notable changes. Hundreds of spells received minor wording clarifications not listed here. When in doubt, use the 2024 PHB spell entry.