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.
If you cause a light to flash brightly, a creature within 1 meter of it must make a Fortitude saving throw.
On a failed save, it takes 1d6 radiant damage and the next attack roll made against it before the end of your next turn has advantage, thanks to the mystical dim light glittering on it until then.
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 1d6 and you can create an additional light when you reach 9th level (2d6; four lights) and 17th level (3d6; five lights).