We try to not change existing spells much. The focus is more on banning those that are too problematic and introduce others for extra flavor.

Existing Spells

No Counterspell

There's no Counterspell. It's gone. We counterspelled it. Poof.

Guidance as in One D&D

The revision of the ubiquitous Guidance that has been proposed for One D&D is a better mechanics design all around. This design can be found below and been added to our Tomb of Annihilation's campaign on D&D Beyond: https://www.dndbeyond.com/spells/1787526-guidance-one-d-d It has become a reaction to a failed ability, with a range of 30 feet. Full design:

  • Level: Cantrip
  • Casting Time: 1 Reaction
  • Range/Area: 30 ft
  • Components: V, S
  • Duration: Instantaneous / 1 Minute
  • School: Divination
  • Attack/Save: None
  • Damage/Effect: Buff

You channel magical insight to the creature who failed the Ability Check. That creature can roll a 1d4 and add the number rolled to the check. potentially turning it into a success. Once a creature rolls the die for this Spell, that creature can't benefit from the Spell again until the creature finishes a Long Rest.

New Spells from the Night Serpent

Dendar, the Night Serpent, is buried beneath Chult since the world was created. Yet the sheer of her influence continue to flail the minds of mortals with nightmares in their sleep and temptations for their hearts. Ubtao was its jailor, but since the god abandoned Chult centuries ago, covens of true believers have been trying to find an exploit to break Dendar's captivity. These spells use a fraction of Dendar's dark power, but enough to change its wielder over the years into someone irrecognizable.


D&D Beyond homebrew link: https://www.dndbeyond.com/spells/1829230-bewitch

  • Level: 2
  • Casting Time: 1 Action
  • Range/Area: 30 ft
  • Components: V, S, M
  • Duration: 1 Minute
  • School: Enchantment
  • Attack/Save: None
  • Damage/Effect: Psychic

You place an evil spirit upon a humanoid within range. The target must make a Wisdom saving throw. On a fail, they have to follow a task you give them, taking 2d4 Psychic damage every round they do not try to accomplish the task, unless the task is impossible or would have them harm themselves. Additionally, the creature knows this spell has been cast upon it even during the duration. The spell ends when the duration is up, you or your companions attack it, or it completes the task. At Higher Levels. If you cast this spell at 3rd level, it lasts instead for 1 hour. At 5th level this increases to 24 hours, at 7th it increases to 1 week, and at 9th it lasts until dispelled. The spell also ends if one of the events that would it listed occurs, no matter the level it is cast at.

Nightmare Spawn

D&D Beyond homebrew link: https://www.dndbeyond.com/spells/1207028-nightmare-spawn

  • Level: 3
  • Casting Time: 1 Action
  • Range/Area: 90 ft (15 ft cube)
  • Components: S, M (A pendant made of silver worth at least 20 gp that resembles a small dream catcher)
  • Duration: 1 Round
  • School: Illusion
  • Attack/Save: WIS Save
  • Damage/Effect: Psychic

Your skill of waving real fabric into your illusion lets you create a horrific phantom in a 15-foot cube or smaller, in a space which you can see within range. The phantom takes the shape of a monster you have experienced in your own nightmares, or another fear inducing creature you have at least seen once. It can be placed on the ground or floating in the air, it remains there until the end of your next turn, after which it will vanish if not dispelled earlier. The phantom obscures sight to some degree, a creature may see through the phantom but things within or on the other side of the phantom appear to be somewhat blurry and distorted. Attacks go right through the phantom, and it is hostile to every creature including yourself. If a creature is within the phantoms space during the casting of this spell, enters the phantoms space for the first time on its turn or ends its turn there, it will be attacked by the phantom and is forced to make a wisdom saving throw against your spell save DC. On a failed save, a creature takes 3d8 psychic damage and becomes frightened by the phantom until it vanishes. On a successful save, a creature takes half as much damage and does not become frightened. While a creature is frightened by this spell, the creature treats the phantom as if it were real and wants to move away from it. If a creature fails this saving throw while being frightened, it will instead become paralyzed until the end of its next turn. A creature has disadvantage on attack rolls, ability checks, and saving throws that rely on sight while it remains within the phantoms space, with exception to the saving throws against the phantoms effects if not disadvantaged for other reasons. Attacks or abilities that rely on sight that have a target within the phantoms space or on the other side of it have disadvantage as well. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each spell slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the cube size increases by 5 feet for every two spell slot levels above 3rd.

Spirit Dance

D&D Beyond homebrew link: https://www.dndbeyond.com/spells/1829223-spirit-dance

  • Level: 5
  • Casting Time: 1 Action
  • Range/Area: 60 ft
  • Components: V, S, M (50 gp worth of incense)
  • Duration: 1 Hour
  • School: Necromancy
  • Attack/Save: None
  • Damage/Effect: None

A small amount of the spirit realm leaks through around you. Until the spell ends, all humanoids killed within range during the spell's duration transform into zombies or skeletons, your choice. These undead are friendly to you and your allies, and you may command them using your bonus action. Undead created in this way last until the spell ends or they are killed, whichever comes first. At Higher Levels. When this spell is cast at a spell slot of 6th level or higher, its duration increases to 10 minutes. When cast at 8th level or higher, the duration increases to 1 hour.