Candle (spell)

From Legends of Hyrule
Revision as of 17:30, 3 December 2020 by Guy (talk | contribs)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

1-point evocation
Casting time:  1 action
Range:  30 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

You push forth a 5-foot sphere of flame which rolls from you to a point you designate, where it remains for the duration. Any creature in the flame's path when it is created, or who moves into the flame's space on its turn, must make a Dexterity saving throw. A creature takes 1d6 fire damage on a failed save, or half as much on a success. While the flame lingers, it provides bright light in a 30-foot radius and dim light for an additional 30 feet.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  The damage increases by 1d6 for every extra magic point expended.
1st-level evocation
Casting time:  1 action
Range:  10 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

You push forth a 5-foot sphere of flame which rolls from you to a point you designate, where it remains for the duration. Any creature in the flame's path when it is created, or who moves into the flame's space on its turn, must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much on a success. While the flame lingers, it provides bright light in a 30-foot radius and dim light for an additional 30 feet.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  The damage increases by 1d6 for every extra magic point expended.
     At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


The material on this page is based primarily on content found in The Legend of Zelda, which is copyright Nintendo Co., Ltd.