Phantasmal Lights

Illusion Cantrip
Casting Time: Action
Range: 60 feet or 120 feet
Components: VS
Duration: Instantaneous or (C) 1 minute

Target. One creature you can see within 60 feet or up to four unoccupied spaces within 120 feet.
Scintillate. If you target a creature, it must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn as it is momentarily influenced by an eldritch light.
Ghost Light. If you target unoccupied spaces, you create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air as long as you maintain concentration 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.
Special. 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.
Cantrip Progression. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), 23rd level (5d6), and 28th level (6d6). This spell improves in certain ways when you reach higher levels.
  • 5th level: Your lights can shed bright light in a 10-foot radius and dim light for an additional 10 feet, and you can form vaguely bestial forms with them.
  • 11th level: When you cast this spell, or as an Action on subsequent turns, you can attach one light to an object or creature within range. If the target is unwilling, make a ranged spell attack. On a hit, the light safely attaches to the target. A light attached in this way moves with the target for the spell's duration and does not wink out if it exceeds the spell's range or if it is moved away from other lights, but you can no longer control it.
  • 17th level: You can create up to six lights, and you can combine the six lights into forms of Large size.
  • 23rd level: The spell no longer requires Concentration, but it ends early if you cast it again.
  • 28th level: The range of the ghost lights becomes 300 feet.

Source: Multiple

Changelog