The Angel-Marrow Candle is a roughly six-inch high candle, and about two inches in diameter. It is a blue color, and usually has gold or platinum inlaid in the wax.
Just like the name suggests, these candles were made from the cured marrow of a long-dead celestial. In order to create Angel-Marrow Candles, the celestial must give up their life willingly and consent to its body being used. It is a revered and sacred act.
When an Angel-Marrow Candle is lit, the flame burns white and, strangely, creates no shadows. It creates bright light within 5 ft and dim light for 5 more ft. This flame cannot be extinguished by wind or water, and it requires no oxygen to burn. It can only be extinguished by gently placing two fingers on the wick. Doing so does not injure the fingers in any way.
The candle can burn for a day in total, before it is completely used up and destroyed. Subtract the time it is lit from this total. If the candle burns for less than a minute, subtract a minute from the total.
While lit, the candle confers a number of benefits to the creature carrying it.
- The creature cannot be charmed or possessed by a fiend or undead. If they are charmed or possessed when they obtain the candle, they immediately make a saving throw against the charmed or possessed condition. If they fail, the charmed or possessed condition is suppressed until they no longer hold the candle.
- Fiends and undead have disadvantage on attacks made against the creature holding the candle.
- If the person holding the candle receives magical healing from a spell, they can choose to grant creatures within 30 ft of themselves magical healing equal to half the amount that they received.
- If a creature holding the candle casts a spell that would cause another creature or creatures to regain hit points, the candle's holder can also cause each of them to regain a single hit die.
- If the creature holding the candle is attacked by a creature of a neutral alignment, or a creature that does not have an alignment, they can force the attacker to make a DC 15 Wisdom saving throw. On a failure, the attacker cannot take the Attack action against the candle's holder for a minute. The attacker immediately succeeds on the save if the candle's holder has attempted to harm them in the last 24 hours.
- If an evil-aligned fiend or undead attempts to hold the candle, they immediately take 4d10 radiant damage and become blinded for a turn. The creature must pass a DC 15 Wisdom save or immediately drop the candle. These effects happen again at the start of the creatures turn if they are still holding the candle.
If the candle is placed on a solid silver, gold, or platinum altar worth at least 500gp, it gives the following benefits. While burning this way, it burns half as quickly.
- The candle becomes bright enough to fill a 30 ft area with bright light, and an additional 30 ft of dim light.
- If you cast the spell hallow on an area centered on the altar, the radius can extend up to 120 ft. Additionally, Celestials are excluded from the group of creatures affected. In addition to whatever Effect you choose, the area has the Daylight and Everlasting Rest effects.
- Celestials regain 5 hit points at the beginning of every turn they spend within 60 ft of the altar.
- Fiends and undead count as poisoned while within 30 ft of the altar. They do not have immunity to this form of poison.
Alternatively, Angel-Marrow candles can be used in conjunction with a Magic Circle spell. You must be in possession of at least two Angel-Marrow Candles to use them this way. The spell is altered in the following ways.
- You can no longer choose Celestial as a creature type for the spell to affect.
- Creatures attempting to teleport or cross planes have disadvantage on their Charisma saving throws.
- Affected creatures can no longer make attacks against creatures that are across the lines of the circle.
- If you cast planar binding on a creature inside an inverted magic circle, the creature has disadvantage of the saving throw if it is a fiend.
- As a bonus action, you can cause the candles to flare brightly. Creatures within 10 ft of any point of the circle must make a DC 15 Constitution saving throw; on a failure, they are blinded for a minute and take 1d4 radiant damage.
Notes: The sister of the Demon-Marrow Candle, Healing, Buff, Utility, Combat, Warding, Consumable, Tag, Tags
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Posted Feb 12, 2022Also check out Cleovald's Coffin!