Difference between revisions of "Candle (spell)"

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|title=Candle
 
|title=Candle
 
|school=evocation
 
|school=evocation
|p=cantrip
+
|p=0
 
|range=100 feet
 
|range=100 feet
 
|duration=1 hour
 
|duration=1 hour
 
|summary=Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.  
 
|summary=Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches.  
|You create a magical flame which appears in your space, and harms other creatures but not you.  The flame effectively fills a 5-foot cube, and persists for the duration.  It sheds [[bright light]] in a 30-foot radius, and [[dim light]] for an additional 30 feet.  When you cast this spell, you can move this flame up to 10 feet in any direction along the ground.  While this spell persists, you can use your action to again move the flame up to 10 feet, or use your action to end the spell.  If the flame is ever out of range, the spell ends abruptly.  If you cast this spell again within the duration, the last flame abruptly vanishes, replaced by the new one.{{a}}Whenever the flame moves into a creature's space, that creature must make a {{dex}} [[saving throw]].  If a creature moves through or into the flame's space on its own turn, it must make a {{dex}} saving throw.  On a failed save, the creature takes 1d6 fire damage.  If the creature's saving throw fails the DC by 10 or more, it is also [[ignited]].{{a}}The flame ignites flammable objects in its area that aren’t being worn or carried.{{a}}This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
+
|You create a magical flame which appears in your space, and harms other creatures but not you.  The flame effectively fills a 5-foot cube, and persists for the duration.  It sheds [[bright light]] in a 30-foot radius, and [[dim light]] for an additional 30 feet.  When you cast this spell, you can move this flame up to 10 feet in any direction along the ground.  While this spell persists, you can use your action to again move the flame up to 10 feet if it is in range and you can see it.  You can also use your action to end the spell.  Any effect that would extinguish a bonfire also extinguishes this flame, ending the spell.  If you cast this spell again within the duration, the last flame abruptly vanishes, replaced by the new one.{{a}}Whenever the flame moves into a creature's space, that creature must make a {{dex}} [[saving throw]].  If a creature moves through or into the flame's space on its own turn, it must make a {{dex}} saving throw.  On a failed save, the creature takes 1d6 fire damage.  If the creature's saving throw fails the DC by 10 or more, the creature is also [[ignited]].{{a}}The flame ignites flammable objects in its area that aren’t being worn or carried.{{a}}This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
 +
|sorc=yes
 
|wizz=yes
 
|wizz=yes
 
|witch=yes
 
|witch=yes
 
|tech=yes
 
|tech=yes
 
|twilit=yes
 
|twilit=yes
 +
|poe=yes
 
|ss=yes
 
|ss=yes
 
|fi=yes
 
|fi=yes

Latest revision as of 11:07, 11 December 2020

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3cuTCbz.png

Evocation cantrip
Casting time:  1 action
Range:  100 feet
Components:  V, S
Duration:  1 hour

You create a magical flame which appears in your space, and harms other creatures but not you. The flame effectively fills a 5-foot cube, and persists for the duration. It sheds bright light in a 30-foot radius, and dim light for an additional 30 feet. When you cast this spell, you can move this flame up to 10 feet in any direction along the ground. While this spell persists, you can use your action to again move the flame up to 10 feet if it is in range and you can see it. You can also use your action to end the spell. Any effect that would extinguish a bonfire also extinguishes this flame, ending the spell. If you cast this spell again within the duration, the last flame abruptly vanishes, replaced by the new one.
     Whenever the flame moves into a creature's space, that creature must make a Dexterity saving throw. If a creature moves through or into the flame's space on its own turn, it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 fire damage. If the creature's saving throw fails the DC by 10 or more, the creature is also ignited.
     The flame ignites flammable objects in its area that aren’t being worn or carried.
     This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


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