You create a mote of light that sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that starts its turn within the light or enters it for the first time on its turn must succeed on a wisdom saving throw or be charmed. While charmed in this way the creature can’t take reactions and can only take the dodge action and moves as close to the source of the light as possible. A creature can repeat the saving throw at the end of each of its turns ending the effect on a success. The charm also ends on a creature if they take any damage. A creature that succeeds on a save or took damage while charmed can’t be affected by this spell again for 1 hour.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the radius of bright and dim light increases by 5 feet for each slot level above 2nd.
* - (a firefly)
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