Your magically create a point of irresistibly eerie light within range that sheds dim light in a 10-foot radius. Creatures within 60 feet of the light who can see the light must make a Wisdom saving throw or become affected by the spell. A creature affected by this spell must take the Dash action and move toward the light by the safest available route on each of its turns until the creature touches the light or unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to the light, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
The first creature to touch the light triggers an explosion. The triggering creature takes 6d6 radiant damage. Each creature in a 10-foot radius must make a Dexterity saving throw or take 6d6 radiant damage on a failed saving throw, or half as much damage on a successful one, and the spell ends.
As a bonus action on your turn, you can move the lights up to 20 feet to a new spot within range.
Level
3rd
Casting Time
1 Action
Range/Area
90 ft.
(10 ft. *)
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
WIS Save
Damage/Effect
Radiant
Comments