Difference between revisions of "Dancing Lights (spell)"

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[[File:Dancing Lights (spell).jpg|thumb|right|480px]]
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Conjures up to four glowing lights resembling torches, lanterns, or will-o’-wisps capable of [[Illumination|illuminating]] an area with a 15-foot diameter. These lights can be placed anywhere within the spell’s range but are limited to moving no more than 20 feet in a single [[Combat Round|round]].  The lights move at the caster’s direction, whether advancing, retreating, or navigating corners, requiring no concentration to maintain.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Dancing Lights
 
| name = Dancing Lights
| range = 60 ft. +10 ft. per level
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| range = 60 ft. +10 ft. per [[Experience Level|level]]
 
| duration = 5 rounds per level
 
| duration = 5 rounds per level
 
| area of effect = 1-4 lights; see text
 
| area of effect = 1-4 lights; see text
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| level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 1st Level Spells|illusionist (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Bard 1st Level Spells|bard (1st)]]; [[Illusionist 1st Level Spells|illusionist (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
}}
 
}}
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When positioned to illuminate an area within the spell's range, targets within this illumination gain a +1 bonus [[Roll to Hit|to hit]] with [[Missile Weapons|missile weapons]] during nighttime conditions.
  
Creates up to four lights resembling torches, lanterns or will o’wisps, which will [[Illumination|illuminate]] an area up to 15 ft. in diameter. The lights may appear within the caster’s range, but may not move more than 20 ft. in a given round.
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Alternatively, the spell can create a vaguely humanoid shape composed of light, which does not emit illumination but resembles a spectral, elemental-like figure. Creatures with an [[Intelligence (ability stat)|intelligence]] score of 5 to 7 must pass a [[Morale|morale check]] or retreat at least 20 feet (or four [[Combat Hex|combat hexes]]) when confronted by this entity. Any creature attempting to attack the light-formed entity will find it insubstantial, striking against an [[Armour Class|armour class of 10]] with no effect.
  
The dancing lights will move as the caster desires, forward or back, straight or turning corners. The caster does not need to concentrate.
 
  
As the lights will illuminate wherever indicated within the spell’s range, targets within the illumination at night will be +1 [[Roll to Hit|to hit]] with [[Missile Weapons|missile weapons]].
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[[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]][[Category: Reviewed]]
 
 
The spell is also capable of creating a human-like shape which does not cause illumination, but does appear as a vaguely elemental-like entity. Creatures with an [[Intelligence (ability stat)|intelligence]] of 5 to 7 must make a [[Morale|morale check]] or else give ground (to a distance of at least 20 ft., or four [[Combat Hex|combat hexes]]) whenever this light entity approaches.
 
 
 
Creatures attempting to strike entity will discover it is insubstantial upon hitting [[Armour Class|armour class]] 10.
 
 
 
[[Category: Bardic Spells]][[Category: Illusionary Spells]][[Category: Magical Spells]]
 

Revision as of 02:58, 11 January 2025

Dancing Lights (spell).jpg

Conjures up to four glowing lights resembling torches, lanterns, or will-o’-wisps capable of illuminating an area with a 15-foot diameter. These lights can be placed anywhere within the spell’s range but are limited to moving no more than 20 feet in a single round. The lights move at the caster’s direction, whether advancing, retreating, or navigating corners, requiring no concentration to maintain.

Dancing Lights
Range 60 ft. +10 ft. per level
Duration 5 rounds per level
Area of Effect 1-4 lights; see text
Casting Time 1 round
Saving Throw none
Level bard (1st); illusionist (1st); mage (1st)

When positioned to illuminate an area within the spell's range, targets within this illumination gain a +1 bonus to hit with missile weapons during nighttime conditions.

Alternatively, the spell can create a vaguely humanoid shape composed of light, which does not emit illumination but resembles a spectral, elemental-like figure. Creatures with an intelligence score of 5 to 7 must pass a morale check or retreat at least 20 feet (or four combat hexes) when confronted by this entity. Any creature attempting to attack the light-formed entity will find it insubstantial, striking against an armour class of 10 with no effect.