Revised Gish Spells
1st level
Fangs of the Salamander
1st-level Evocation - Burning Hands
- Class: Wizard, Fiend Warlock, Hexblade Warlock
- Casting Time: 1 action
- Range: 15 feet
- Components: S, M (a weapon)
- Duration: Instantaneous
You draw the rune for fire or ice upon your weapon, momentarily encasing it in a wreath of flames or ice that take on the appearance of salamanders. These elemental salamanders then explode out, each creature within the 15 foot cone must make a Dexterity saving throw or take 2d6 magical piercing damage and 1d6 fire or cold damage, depending on the element you choose. On a successful save, take half damage.
At Higher Levels: When you cast with a spell slot 2nd level or higher, the damage increases by 1d6 fire for each slot above 1st.
Oryx’s Unerring Shot
1st-level Evocation - Magic Missile
- Class: Eldritch Knight, Hexblade Warlock
- Casting Time: 1 action
- Range: 45 ft.
- Components: S,M (a weapon)
- Duration: Instantaneous
The elven ranger Oryx was said to be able to track a single snowflake in a blizzard and to be a bowman of exceptional skill, but where he really shone was his imaginative and nearly sniper like use of thrown weapons. It is said that he found ancient magics in his explorations of the Feywild expanding his understanding of ancient elven spell craft and through extensive training and decades of practice, he created a merging of magic and weapon. You trace the rune for seek upon your weapon coating it with a sleeve of magical force. You then point at a target within range the weapon shoots out unerringly striking the target then returning to your hand. The force covered weapon deals weapon die damage + 1d6 + 1 force damage to its target (cannot add bonuses for dex, sharpshooter, Sneak attack, Smite, or any other magical item/effect that would increase damage other than magic inherit in the weapon thrown dagger +1 confers a +1 damage). Weapon must have thrown tag.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell will hit one more target within range, must be a separate target
Winaflick's Dreadful Aura
1st-level Necromancy - Fear
- Class: Wizard, Warlock
- Casting Time: 1 action
- Range: Self, 10 ft. Radius
- Components: S,M (a weapon)
- Duration: Concentration, up to 1 minute
The necromancer Winaflick was so knowledgeable about the minutiae of Arcana that her very aura was enough to frighten those around her. She had found a way to give nearby onlookers a true sense of her necromantic power, while she could do this with but a look her students were unable to accomplish this task. Therefore, she crated this spell which allows the caster to channel the necromancer’s aura for a fleeting moment. This causes an awakened sense of mortality in all creatures within the spells range. Undead are immune to this effect. The target must succeed a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lightning Chain of the Storm Lord
1st-level Evocation - Witchbolt
- Class: Eldritch Knight, Hexblade Warlock
- Casting Time: 1 action
- Range: 5 ft.
- Components: S,M (a weapon)
- Duration: Concentration, up to 1 minute
You trace the ancient celestial rune for imprisonment upon your weapon which cause chains of lightning to surround the weapon and your arm. When the target is hit the chains extend from the weapon and wrap around the target like living constrictors, driving themselves into the ground holding the target and preventing movement. The chains then surge with power when the ensorcelled weapon strikes the creature again. When you cast the spell you make a melee spell attack against that creature. On a miss the spell has been expended and the magic leaves the weapon. If the attack scores a hit, the target takes weapon damage + 1d8 Lightning damage and is grappled. On each of your turns for the duration, when you hit the target with a melee weapon attack you can use your bonus action to add 1d8 lightning damage for one attack that round, you may choose which attack to use it upon. The spell ends if you use your action to do anything other than make melee attacks upon the target or you use your bonus action to do anything but add the lightning damage to your attacks. The spell also ends if the target is ever outside the spell’s range (such as by teleport) or takes its action to make a STR saving throw to tear its leg free from the chains of lightning that are holding it in place.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the INITIAL damage increases by 2d8 for each slot level above 1st.
2nd level
Uther’s Fire God Spear
2nd-level Evocation - Aganazzar's Scorcher
- Class: Forge Cleric, Warlock, Wizard
- Casting Time: 1 action
- Range: 30 ft. line
- Components: S,M (a weapon)
- Duration: Instantaneous
The Cleric Uther was believed to be the most devout and deadliest warrior priest of an ancient fire god. His devotion and proselytizing marked him for great favor for the God of flames. Uther’s god allowed him to apparate a portion of the power of the Spear of all consuming flame. Marking a rune of the fire god upon your weapon, It is wreathed in a blue-black inferno. A 30 foot long spear of blue black flame shoots out from the tip of the weapon. The spear is expands to 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 2d8 magical piercing damage and 1d8 fire damage on a failed save, or half as much on on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher the damage increases by 1d8 fire damage for each slot above 2nd.
Psionic Crush
2nd-level Divination - Mind Spike
- Class: Warlock, Wizard
- Casting Time: 1 action
- Range: 20 ft.
- Components: S,M (a weapon)
- Duration: concentration, up to one hour
You create a field of black and purple energy that surrounds your weapon, you throw it at one creature. As part of casting this spell you make a ranged melee attack, on a miss the spell is expended doing nothing. When the target is struck it takes normal weapon damage and the must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. Weapon must have a thrown tag, the weapon returns hit or miss.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Rage of the Wind Lord
2nd-level Evocation - Shatter
- Class: Bard, Tempest Cleric, Warlock, Wizard
- Casting Time: 1 action
- Range: 20 ft., 5 ft. radius
- Components: S,M (a weapon)
- Duration: Instantaneous
Grabbing your weapon with both hands you disappear from your current location, and appear in a spot within 20 feet, striking a point right in front of you shattering the air sending spikes of hardened air in all directions. Each creature other than the caster in a 5 ft radius sphere must make a Dexterity saving throw. A creature takes 3d4 magical piercing and 3d4 Thunder damage and are knocked prone on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases 1d4 Thunder and Piercing for each slot level above 2nd (Max 5th Level).
3rd level
Sunder the Weave
3rd-level Abjuration - Counterspell
- Class: Eldritch Knight, Hexblade Warlock
- Casting Time: 1 reaction
- Range: Weapon's Reach
- Components: S,M (a weapon)
- Duration: Instantaneous
You trace an ancient eldritch rune upon your weapon and it becomes surrounded by the primal energy of the underlying parts of magic the very weave that spell casters use to create magical effects. The weapon is encased in the purest silvery flame of the goddess of magic; you can then use this ensorcelled weapon to attempt to destroy the very fabric of a spell cast at you, if you succeed in severing the entire weave of the magical spell cast at you, then the spell is destroyed and the a portion of the magical power the caster had been molding snaps back harming the caster of the spell. When any caster within reach of your weapon casts a spell, you can attempt to sunder the weave powering the spell. As part of the spell cast make an attack roll against the dc of the spell (10+spell level) on a success, you successfully sever the weave of the spell being cast and the caster takes force damage equal to the spell level they attempted to cast.
Storm God's Blade
3rd-level Evocation - Lightning Bolt
- Class: Tempest Cleric, Hexblade Warlock, WIzard
- Casting Time: 1 action
- Range: 30 ft. cone
- Components: S,M (a weapon)
- Duration: Instantaneous
You reach out tracing the runes for lightning and blade upon your weapon stroke of lightning comes from the sky striking your weapon, it encases the weapon in lightning force, and you swing it in a direction this forms a blade 50 feet long and 5 feet wide shooting out from your weapon in a direction you choose. You make a single spell attack roll vs. all targets in the line AC. A creature in the line which is hit with the spell attack take 4d6 magical slashing damage and 4d6 lightning damage, or take half the lightning damage on miss. The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 lightning damage for each slot level above 3rd (to a max of 5th level).
Time Dilation
3rd-level Transmuatation - Haste
- Class: Eldritch Knight, Hexblade Warlock, Wizard
- Casting Time: 1 bonus action
- Range: Self
- Components: V,S,M (a weapon)
- Duration: Concentration, 1 minute
You focus your magical power drawing it into yourself; you create a small glitch in time, utilizing this glitch you are able to speed up your own personal time in relation to everyone around you. Until your spell ends, your speed is doubled, you gain a +1 bonus to AC, have advantage on Dexterity saving throws, gain an additional action on each of your turns and the increased speed adds 1d4 damage of the weapon type to your melee attacks (this additional damage is not considered magical unless the weapon being used to attack is already magical). That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends you suffer one level of exhaustion as the full weight of the time you have used hits you all at once.
4th level
Curse of the Elders
4th-level Transmutation - Elemental Bane
- Class: Eldritch Knight, Hexblade Warlock
- Casting Time: 1 action
- Range: Weapon's Reach
- Components: S,M (a weapon)
- Duration: Concentration, 1 minute
Choose one of the following damage types: Slashing, Bludgeoning or Piercing. You trace the rune of a war god on your weapon and make a melee spell attack if hit the target is affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends, If the creature is killed while this spell is active you may make your next attack to place the curse on another target. The target may use its action to make a Con save to shrug off the effects of this spell.
Scythe of the Dead God
4th-level Necromancy - Blight
- Class: Warlock, Wizard
- Casting Time: 1 action
- Range: 10 ft. cone
- Components: S,M (a weapon)
- Duration: Instantaneous
You trace the rune of a dead god upon your weapon momentarily transforming your weapon into an oversized scythe of the purest black as Necromantic energy washes over you. You make an attack roll against all creatures within a 10 ft. Line. On a hit the target/s take 4d8 Magical Slashing and 5d8 necrotic damage on a miss they only take half the necrotic damage. This spell has no effect on undead or constructs.
5th level
Summon Greater Familiar
5th-level Conjuration - Find Familiar
- Class: Pact of the Chain Warlock, Wizard
- Casting Time: 10 minutes
- Range: 10 ft.
- Components: V,S,M (20 gp gem that is destroyed)
- Duration: Instantaneous
With greater understanding of summoning magic, a spell caster can learn to infuse even greater magical power into its servants. The familiar still takes the shapes of normal familiars that the caster can summon however they are infused with more power. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 10 miles of you, you can communicate with it telepathically.
Additionally, as an object interaction, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 500 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Furthermore you Greater familiar gains the following abilities which it can use once per short rest (familiar must be within 10 feet of caster to use these abilities): It can use its reaction to teleport familiar and caster up to 15 feet, use its reaction to give the spell caster magic resistance until the end of next turn, or use its reaction to cast counterspell once using caster spellslot. It can use its reaction to take all damage of an attack targeting the caster (melee attack or spell with a single target) No matter the damage this instantly kills the greater familiar and prevents you from summoning a greater familiar until the next dawn. Finally, the familiar is much hardier than a normal familiar gaining a bonus of 1 hp per level of caster.