Homebrew Utility & Combat Spells

Creative utility spells including Air Bridge, Babel's Curse, Intensify Gravity, and more.

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Homebrew Utility & Combat Spells

A collection of creative utility spells and combat magic for your campaigns.


✨ 1st Level Spells

Morph Shadow

1st-level illusion

Casting Time: 1 action | Range: 120 feet | Components: S, M (a piece of black cloth) | Duration: 1 hour

You change the appearance of one normal shadow you can see within range into the form of your choice. If a shadow-creature is the target, it takes 5d6 force damage (Con save for half).


Whispering Wind

1st-level evocation

Casting Time: 1 action | Range: 1 mile | Components: V, S, M (a feather) | Duration: 1 round

You point your finger in a direction and whisper a message, specifying up to six creatures as targets. If a target is in range and in the approximate direction, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.

The spell requires a clear path for air to move between you and the targets. It's blocked by solid objects and areas of magical silence.


✨ 2nd Level Spells

Inverted Compass

2nd-level enchantment

Casting Time: 1 action | Range: 30 feet | Components: V, S | Duration: Concentration, 1 minute

Choose one creature you can see. It must make a Wisdom saving throw. If it fails, whenever the creature moves for the duration, it moves in a random direction. The player or GM controlling the creature decides how far it will move before the direction is determined.


Detect Curse

2nd-level divination (ritual)

Casting Time: 1 action | Range: Self | Components: V, S | Duration: Instantaneous

You determine whether a creature, object, or area you can see within 30 feet is affected by a curse. With a successful DC 20 Intelligence or Wisdom check, you can also determine the exact type of curse and its effects.

The spell doesn't function when used on an artifact.


Detect Illusion

2nd-level divination (ritual)

Casting Time: 1 action | Range: Self | Components: V, S | Duration: Concentration, up to 1 minute

You are able to identify illusions within 60 feet of you:

  • Round 1: Become aware of the presence or absence of illusions
  • Round 2: Determine the number of illusions
  • Round 3: Learn the location of each illusion

For the duration, you have advantage on saving throws against illusions.


Augment Flames

2nd-level transmutation

Casting Time: 1 action | Range: 400 ft. | Components: V, S, M (an ordinary fire) | Duration: Instantaneous

You cause one normal fire to flare out in a 30-foot cone in the direction of your choice. Each creature in the cone takes 4d6 fire damage (Dex save for half).

At Higher Levels: +1d6 damage for each slot level above 2nd.


Fortify Armor

2nd-level transmutation

Casting Time: 1 bonus action | Range: Touch | Components: V, S, M (an iron nail) | Duration: 10 minutes

One suit of nonmagical armor becomes stronger, so its inherent AC increases by 5 for the duration of the spell. Unfortunately, the armor crumbles to dust when the spell ends.


✨ 3rd Level Spells

Air Bridge

3rd-level transmutation (ritual)

Casting Time: 1 action | Range: 120 feet | Components: V, S, M (a tiny model bridge) | Duration: 10 minutes

You create an invisible bridge up to 60 feet long and 10 feet wide that connects two points of your choosing. Both ends must be solid objects that can support the weight of whatever crosses. Anyone can cross this bridge while it exists, provided they know where it is.

At Higher Levels: With a 5th-level slot, the bridge is substantial only to those you nominate; to all others, it does not exist.


Babel's Curse

3rd-level enchantment

Casting Time: 1 action | Range: 100 ft. | Components: V | Duration: Concentration, up to 1 minute

One creature must make a Wisdom saving throw. On a failure, it becomes incapable of producing intelligible speech and unable to cast spells with verbal components. At the end of each turn, it can repeat the save.

At Higher Levels:

  • 5th level: Also unable to understand spoken language
  • 8th level: Permanent duration, no saving throws to end

Binding Chains

3rd-level conjuration

Casting Time: 1 action | Range: 120 ft. | Components: V, S, M (a hooked chain from a torture chamber) | Duration: Concentration, up to 1 minute

You conjure four hooked chains that burst out of the ground. Each chain has AC 18, 10 HP, resistance to physical damage from non-adamantine weapons, and immunity to fire, necrotic, poison, psychic, and radiant damage.

The target must make a Dex save or be restrained by all four chains, taking 1d6 piercing damage per chain at the start of each turn. Strength check to break free; DC increases by 1 for each chain attached.


Shrink Object

3rd-level transmutation

Casting Time: 1 action | Range: Touch | Components: V, S | Duration: Concentration, 1 day

You cause an object not being worn or carried to grow smaller. Size is divided by 4 in all dimensions, weight reduced to 1/16th. This decreases size by two categories (Medium to Tiny, for example).

At Higher Levels: Dimensions halved again per slot level above 3rd (minimum 1/16th original at 5th level).


After Image

3rd-level illusion

Casting Time: 1 action | Range: Self | Components: V, S, M (a silver hand mirror worth 50 gp) | Duration: 10 minutes

You create an illusory duplicate that follows your every movement. When you are hit by an attack, roll any die. On an odd roll, the attack targets the duplicate instead of you. The duplicate vanishes, reappearing after you move 10 feet or more or take the Dodge action.


Battle Double

3rd-level illusion

Casting Time: 1 action | Range: Self | Components: V, S | Duration: Concentration, 1 minute

You create a shadowy double that superimposes itself on you. As a bonus action, you can move the double up to 20 feet away from you; you can then use it as the source of any weapon attack you make or spell you cast. At the end of your turn, the double returns to your space.

The battle double can't be damaged or attacked. It has no physical presence except in the moment when it attacks.


✨ 4th Level Spells

Piercing Vision

4th-level divination

Casting Time: 1 action | Range: Self | Components: V, S | Duration: Concentration, 1 minute

You gain the ability to see through up to one inch of metal, wood, or leather while the spell lasts.

At Higher Levels: With a 6th-level slot, you can see through up to 1 foot of material.


Aetheric Shield

4th-level abjuration

Casting Time: 1 action | Range: 30 ft. | Components: V, S, M (a glass lens) | Duration: Concentration, up to 1 minute

You conjure an aetheric lens, 10 feet wide, within 30 feet of you. The lens protects those behind it from magic; any spell of 4th level or lower that requires a clear path through the lens is stopped entirely. The lens doesn't interfere with spells you cast, and it doesn't block area effects.

You can spend a bonus action to move the lens to any point within 30 feet.

At Higher Levels: Protects against spells of equal or lower level than the spell slot used.


Intensify Gravity

4th-level transmutation

Casting Time: 1 action | Range: 100 feet | Components: V, S, M (a lodestone and iron filings) | Duration: Concentration, 1 minute

This spell intensifies gravity in a 50-foot-radius, 100-foot high cylinder. Effects:

  • Each creature must spend 2 feet of movement for every 1 foot moved
  • Prone creatures must succeed on a Strength check to stand up
  • Objects weigh double their usual weight (may cause encumbrance or spell failure)
  • Ranged weapon attacks through the area have disadvantage
  • Falling damage within the area is doubled

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