Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Evocation
Attack/Save
None
Damage/Effect
Blinded

You create up to four balls of dim light within range, making them appear as which-ever shape you please, that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. Or if all combined together in to a single shape, it sheds light in a 20-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. If so desired, you can move all lights at once.

If the caster is not distracted by combat or other highly disruptive happenings. (the DM's discretion)  They can have the lights moving as if alive. Or if combined in to a humanoid form, as a dance-partner made out of light.

As a reaction, if the lights are already cast. The caster can make the lights flare up briefly. The spell automatically ends right after, regardless of how long the spell was up.

At 5th level you can create 6 balls of dim light. These can be used to create a humanoid form of one size up from Medium size, if all lights are combined. The shape can light up 5-foot radius of bright light directly around it, with an additional 25-feet radius of dim light around it.

At 10th level you can create 8 balls of dim light. These can be used to create 2 humanoid forms of medium size or one shape of giant size. The shape does not require to be humanoid any longer. The shape if all lights are combined can light up a space of 10-foot radius with bright light. With an additional 30-feet radius of dim light around that.

At 15th level you can now create, either 8 ball of dim light that can move on their own even during combat or 4 ball of bright light that are stationary. The 4 balls of bright light take an action to move and cannot be used to combine in to a single shape.

At 20th level you can now create, either 10 balls of dim light that can move on their own and be combined to any shape the caster is familiar with or cast 4 balls of bright light that can be combined to create a singular shape that is blinding to any that looks in its direction. The blinding effect has a 40-feet radius of the light-shape.
Any being or creature that has eyes and looks at the blinding light for longer than a single (1) turn. Has to roll a constitution save. On 3 failed saves the creature or being becomes permanently blinded.

* - (a bit of phosphorus or wychwood, or a glowworm)

Spell Tags: Utility

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy)

DBZVelena

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