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Dancing Lights

Evocation
Level: Cantrip
Casting Time: 1 action
Range: 120 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A bit of phosphorus or wychwood, or a glowworm.

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs 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. 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.

Concentration

Spell Details

School: Evocation
Level: Cantrip
Ritual: No
Concentration: Yes
Classes: Bard, Sorcerer, Wizard
C-Tier Dancing Lights is primarily a utility cantrip with minimal combat applications, best used for exploration and roleplay rather than tactical advantage.

Player Guide

Use Dancing Lights to illuminate dark areas without consuming torches or relying on light sources that can be extinguished, making it invaluable for dungeon exploration. In combat, position the humanoid form to distract enemies or block line of sight to allies, though it provides no mechanical protection. The spell's real value shines in non-combat scenarios: scouting ahead, creating diversions during infiltration, or maintaining morale in dark environments where light is psychologically important.

DM Tips

Dancing Lights cannot deal damage, provide cover, or substantially impede movement, so don't feel pressured to allow it to serve tactical purposes beyond distraction. Remember the spell requires concentration, so casting other concentration spells ends the effect—remind casters before they commit.