While wearing this ring, if you are in dim light or darkness you can use an action to cast dancing lights or light. The ring has 6 charges and regains 1d6 expended charges at dawn.
Faerie Fire. You can use an action and expend 1 charge to cast faerie fire .
Ball Lightning. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere’s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you concentrate (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.
When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity saving throw or takes lightning damage based on the sphere’s intensity.
Shooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity saving throw , taking 5d4 fire damage on a failed save, or half damage on a success.
Table: Ball Lightning
Spheres | Lightning Damage |
---|---|
1 | 4d12 |
2 | 5d4 |
3 | 2d6 |
4 | 2d4 |