Spellbook of Bastion Bladesinger

Cantrip

  • Prestidigitation

    PHB, page 267. Available in the SRD and the Basic Rules.

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 10 feet
    Components: Verbal, Somatic
    Duration: up to 1 hour
    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:  
    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

     
  • Ray of Frost

    PHB, page 271. Available in the SRD and the Basic Rules.

    Ray of Frost

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Rangded
    Damage/Effect: Cold (1d8, 5: 2d8, 11: 3d8, 17: 4d8)
    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
    Available for: Sorcerer, Wizard, Rogue, Artificer

     
  • Mending

    PHB, page 259. Available in the SRD.

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: two lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

     
  • Green-Flame Blade
    NEED BLOCK
     
    NEED BLOCK
  • Booming Blade (Not Currently)
    NEED BLOCK
     
    NTO: NEED BLOCK
  • Frostbite (Not Currently)

    XGE, page 156. Also found in EEPC, page 18.

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Attack/Save: Constitution
    Damage/Effect: Cold (1d6, 5: 2d6, 11: 3d6, 17: 4d6), and Disadvantage on next weapon attack roll before end of its next turn
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
    Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

     
 

Level 1

  • Ice Knife

    XGE, page 157. Also found in EEPC, page 19.

    Ice Knife

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Somatic, Material
    Materials: A drop of water, or a piece of ice, or focus
    Duration: Instantaneous
    Attack/Save: Ranged, Dexterity for Secondary Effect
    Damage/Effect: Piercing (1d10), Explosion (Saving Throw): Cold (2d6, spell slot 2+ +1d6 ea)
    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes [1d10] piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take [2d6] cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
    Available for: Druid, Sorcerer, Wizard

     
  • Tenser's Floating Disk

    SRD

    Tenser's Floating Disk

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 30 feet
    Components: Verbal, Somatic, Material
    Materials: A drop of mercury, or focus
    Duration: 1 hour
    This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
    The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
    If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.
    Available for: Wizard

     
  • Identify

    SRD

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: touch
    Components: Verbal, Somatic, Material
    Materials: A pearl worth at least 100 gp and an owl feather
    Duration: Instantaneous
    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
    Available for: Artificer, Bard, Wizard

     
  • Shield

    SRD

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
    Range/Area: self
    Components: VS
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
    Available for: Sorcerer, Wizard

     
  • Hex (also 1x day due to Fey Touch)

    SRD

    Hex

    1-level Enchantment

    Casting Time: 1 bonus action
    Range/Area: 90 feet
    Components: VSM
    Materials: A petrified eye of a newt, or focus
    Duration: Concentration, up to 1 hour
    You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your conce⁠ntration on the spell for up to 24 hours.
    Available for: Warlock

     
  • Magic Missile

    SRD

    Magic Missile

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: instantaneous
    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
    Available for: Sorcerer, Wizard

     
  • Ray of Sickness

    SRD

    Ray of Sickness

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: instanataneous
    A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
    Available for: Sorcerer, Wizard

     
  • Witch Bolt

    SRD

    Witch Bolt

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: VSM
    Materials: A twig from a tree that has been struck by lightning, or focus
    Duration: Concentration, up to 1 minute
    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st
    Available for: Sorcerer, Warlock, Wizard

     
  • Unseen Servant

    PHB, page 284. Available in the SRD.

    Unseen Servant

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: 60 feet
    Components: Verbal, Somatic, Material
    Materials: A piece of string and a bit of wood
    Duration: 1 Hour

    This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

     

    Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

     

    If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    Available for: Bard, Warlock, Wizard, Rogue

     
  • Find Familiar

    PHB, page 240. Available in the SRD.

    Find Familiar

    1-level Conjuration

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 hour
    Range/Area: 10 feet
    Components: Verbal, Somatic, Material
    Materials: 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier
    Duration: Instantaneous
    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. 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 100 feet of you, you can communicate with it telepathically. Additionally, as an action, 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 100 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.
    Available for: Wizard

     
 

Level 2

  • Shadow Blade
     
     
  • Scorching Ray

    SRD

    Gust of Wind

    2-level Evocation

    Casting Time: 1 action
    Range/Area: self (60 foot line)
    Components: VSM
    Materials: A legume seed, or focus
    Duration: Concentration, up to 1 minute
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
    As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
    Available for: Druid, Ranger, Sorcerer, Wizard

     
  • Gust of Wind

    SRD

    Gust of Wind

    2-level Evocation

    Casting Time: 1 action
    Range/Area: self (60 foot line)
    Components: VSM
    Materials: A legume seed, or focus
    Duration: Concentration, up to 1 minute
    A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
    Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
    As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
    Available for: Druid, Ranger, Sorcerer, Wizard

     
  • Darkvision (also 1x day due to tattoo)

    Player's Handbook (Woc)

    Darkvision

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: Either a pinch of dried carrot or an agate
    Duration: 8 hours
    Available for: Druid, Ranger, Sorcerer, Wizard

     
  • Misty Step (also 1x day due to Fey Touch)

    Player's Handbook p260

    Misty Step

    2-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self (30ft)
    Components: V
    Duration: Instantaneous

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

     
  • Melf's Acid Arrow

    PHB

    Hypnotic Pattern

    3-level Illusion

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: S, M
    Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
    Duration: 1 minute
    You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
      The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

     
 

Level 3

  • Hypnotic Pattern

    PHB

    Hypnotic Pattern

    3-level Illusion

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: S, M
    Materials: a glowing stick of incense or a crystal vial filled with phosphorescent material
    Duration: 1 minute
    You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
      The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

     
  • Haste

    PHB

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, M
    Materials: a shaving of licorice root
    Duration: Concentration, 1 minute
    Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. 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, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

     
  • Glyph of Warding

    PHB

    Glyph of Warding

    3-level Abjuration

    Casting Time: 1 hour
    Range/Area: Touch
    Components: V, S, M
    Materials: incense and powdered diamond worth at least 200gp, which the spell consumes
    Duration: Until Dispelled or Triggered
    When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
      The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
      You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
      When you inscribe the glyph, choose explosive runes or a spell glyph.
      Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
      Spell Glyph: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

     
  • Gaseous Form

    PHB

    Gaseous Form

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a bit of gauze and a wisp of smoke
    Duration: Concentration, 1 hour
    You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
      While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
      While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

     
  • Dispel Magic
    NEED BLOCK
     
    NEED BLOCK
 

Level 4

  • Polymorph

    PHB

    Polymorph

    4-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, M
    Materials: a caterpillar cocoon
    Duration: Concentration, 1 hour
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
      The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
      The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.
      The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.
      The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

     
  • Sickening Radiance

    XGE

    Sickening Radiance

    4-level Evocation

    Casting Time: 1 action
    Range/Area: 120 ft, 30 ft radius
    Components: V, S
    Duration: Concentration, Concentration, up to 10 minutes
    Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

      When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
    Available for: Sorcerer, Warlock, Wizard

     
 

Level 5

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Type
Manuscript, Magical (Tome/Scroll)

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