Kryx RPGThemes
1 minute

As an action, you create up to three small lights within 10 meters, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. Each light sheds bright light in a 1-meter radius and dim light for an additional 1 meter.

When you cast this spell, or as an action on a later turn, you can:

  • Move the lights up to 10 meters to a new spot within 20 meters. A light must be within 5 meters of another light created by this spell, and a light winks out if it goes beyond 20 meters.
  • Cause a light within 10 meters to flash brightly.
  • Recreate any lights that flashed within 10 meters.

You can cause a light to brightly flash a creature within 1 meter of it. The creature must make a Fortitude saving throw.

On a failure, it takes 1d4 radiant damage and mystical dim light glitters on it, causing the next attack roll made against it to have advantage if it is made before the end of your next turn.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

After flashing brightly, a light ends.

This spell immediately ends if you cast it again before its duration ends.

At higher levels

This spell’s damage increases by 1d4 and you can create an additional light when you reach 9th level (2d4; four lights) and 17th level (3d4; five lights).