Wisplight (5e Spell)

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Wisplight
1st-level Evocation (ritual)
Casting time: 1 action
Range: 15 ft
Components: V, S, M (a pinch of bone ash, consumed by the spell)
Duration: Concentration, up to 1 hour

You create a Tiny magical light within range, appearing as a glowing orb or shimmering flame. It emits bright light in up to a 10-foot radius and dim light for the same amount of feet past that. As a bonus action on your turn while a wisplight is within 120 feet of you, you can issue a mental command to it, moving it up to 60 feet in a direction or having it hover around you or another creature in its space.

Wisplights can be targeted by attacks. A wisplight has an AC equal to your spell save DC and has 1 hit point. It is immediately destroyed if it enters an unlit area of magical darkness. Once all wisplights created by this spell are destroyed, the spell ends.

When you use a bonus action to issue a command a wisplight, you can choose for it to take one of the following additional actions:

Alter Light. The wisplight alters the radius, brightness, and color of the light it gives off, to a maximum radius of 10 feet of bright light or to a minimum radius of 5 feet of dim light.

Disperse Vapor. The wisplight hedges out fog, gas, dust, or similar visual obscurements in a 10-foot radius around it.

Spark. Make a melee spell attack against a target within 5 feet of the wisplight. On a hit, the target takes fire, lightning, or cold damage (your choice when you create the wisplight) equal to 1d4 + your spellcasting ability modifier.

Detonate. The wisplight explodes, destroying it. All creatures within a 5-foot radius of the exploding wisplight must make a Dexterity saving throw, taking 2d6 damage on a failure, or half as much on a success. The damage type is the same as the wisplight's Spark ability.

At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points.

The default 1st-level Power Point allocation for this spell is Detonate Radius 0, Damage 0, Duration 0, Amount 1.

—Power Point Cost—
-1 0 1 2 3 4 5 6 7 8 9
Maximum Light and Disperse Radius 🔒 10 ft. 15 ft. 20 ft. 30 ft. 60 ft.
Detonate Radius 🔗 5 ft. 10 ft. 15 ft. 20 ft.
Spark/Detonate Damage 🔗 None/1d6 1d4/2d6 1d4/3d6 2d4/4d6 2d4/5d6 3d4/6d6 3d4/7d6 4d4/8d6 4d4/9d6 5d4/10d6
Duration Up to 1 round Up to 1 hour Up to 8 hours 24 hours* Until dispelled*
Wisp Amount 🔗 1 2 3 4 5 6 7 8

*The duration of 24 hours or greater no longer requires concentration.

Creating a permanent wisplight incurs an additional material component cost: 50 gp of gem dust which is consumed when you cast this spell.

Wisp Amount. By allocating power points into this attribute, you can create and command multiple wisplights with a single casting of this spell. You can command all wisplights within 120 feet of you with the same bonus action, issuing the same or different commands to each one. At least one power point must be allocated into this attribute to cast this spell.

A creature caught in the area of multiple simultaneously detonating wisplights is only affected once.

5.00
(one vote)

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