This breakdown of spells is lengthy enough that I'm going to boil down trends first, rather than making readers wade through a discussion of literally every spell in Basic to read a derived change log. You might say it's a trifle dry. (This blog is justly accused of same; I laud your forbearance.) There are also some discussions of what I foresee as optimal applications of various spells, and emergent oddities.
- In-combat healing is drying up a bit, except for the high-end stuff. The spells aren't going away, but they've lost a bit of throughput.
- Damage output for spells is holding steady or increasing - the more iconic the damage spell, the more likely that its damage has increased.
- A lot of spells that had a fixed duration in the playtest now have a Concentration duration. This is a broad-spectrum nerf to spellcasting classes, until we see domains, traditions, or magic items that change up a character's interaction with Concentration rules.
- Many spells that previously did not have scaling effects from higher-level slots have gained them.
- There are only two spells in all of Basic that still have hit point thresholds in their mechanics - the Power Words. All other uses of hit point thresholds are gone.
- There are a lot of all-new spells, and a lot of classic spells that were absent from playtest packets but have now returned.
- Most spell ranges that are greater than 15 feet are factors of 30 feet, rather than 25 as in the packet. More ranges go up than down.