Dancing Lights
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.
At a Glance
Level
Cantrip
School
Evocation
Casting Time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Concentration
Yes
How Dancing Lights Works
| Casting Time | 1 action |
|---|---|
| Range | 120 feet |
| Components | V, S, M (a bit of phosphorus or wychwood, or a glowworm) |
| Duration | Concentration, up to 1 minuteCONCENTRATION |
Common Mistakes
Common Mistake
Forgetting it requires concentration - can't maintain it while concentrating on other spells
Common Mistake
Not enforcing the 20-foot distance limit between lights
Common Mistake
Forgetting you need a bonus action to move the lights after initial casting
DM Tips
DM Tip
Great for scouting ahead or creating distractions
DM Tip
The humanoid form can be used to trick enemies or simulate an ally
DM Tip
Dim light still provides vision for creatures with darkvision
DM Tip
Creative players will use this in clever ways - encourage it
Frequently Asked Questions
Sources & Further Reading
- Dancing Lights — D&D 5e Wikidot — Full SRD text
- Dancing Lights — Roll20 Compendium — Structured reference
- Dancing Lights — D&D Beyond — Official digital reference