Level
Cantrip
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
1 Hour
School
Necromancy
Attack/Save
CHA Save
Damage/Effect
Necrotic

You channel occult power through a candle, producing eerie magical effects and curses. If you cast this spell multiple times, you can have up to three candles active at once. Each effect is tied to its candle: if the candle is extinguished, the effect ends early. Candles can have the same effects or different ones. A Candle Magic flame resists light wind but is snuffed out by heavy wind, immersion in water, or being covered.

When you cast this spell, choose one of the following manifestations:

Death Omen (Curse). The flame flickers black, casting skull-shaped shadows. Choose a creature within 1 mile that you have seen before and that isn’t Undead. The target is cursed for the duration. It must make a Charisma saving throw, taking 1d3 Necrotic or Psychic damage (your choice) on a failed save. If the cursed creature is reduced to 0 Hit Points, it briefly sees your image as it dies and automatically fails its first Death Saving Throw (if applicable).

Divination Sign. The smoke curls into cryptic shapes only you can read. You can add 1d4 to your next Initiative roll or Intelligence check made before the spell ends.

Jinx Flame (Curse). The candle sputters and sparks, casting unlucky shadows. Choose a creature within 1 mile that you have seen before and that isn’t Undead. The creature must succeed on a Charisma saving throw or becomes cursed for the duration. While cursed, the next time it makes a Strength or Dexterity ability check or saving throw, it rolls a d4 and subtracts the result.

Life Spark. The flame burns bright white. Choose a creature within 120 feet. It gains 1d4 Temporary Hit Points, which last until the end of its next Long Rest.

Love Glow. The candlelight softens, flattering and entrancing. Before this spell ends, you have Advantage on your next Charisma (Persuasion) check made against a Humanoid who is naturally attracted to your species and gender.

Protective Ward. The flame burns steady and blue. For the next hour, faint runes circle the body of a willing creature you can see, shedding Dim Light in a 5-foot radius. The next attack roll made against that creature before the spell ends has Disadvantage.

Flavor Effects. Even when not invoking a manifestation, you can cast Candle Magic as an action to produce minor occult signs: the flame changes color, wax drips into meaningful shapes, faint whispers rise from the smoke, or the light briefly reveals ghostly silhouettes. These effects are harmless and last no longer than 1 minute.

Cantrip Upgrade. You can have an additional candle active when you reach levels 5 (four candles), 11 (five candles), and 17 (six candles). 

* - (a candle, which the spell consumes in 1 hour)

Previous Versions

Name Date Modified Views Adds Version Actions
1/4/2020 4:22:19 PM
10
0
1
Coming Soon
1/4/2020 4:43:50 PM
14
0
2
Coming Soon
1/4/2020 10:10:13 PM
213
1
2.5
Coming Soon
7/19/2022 4:41:03 PM
203
9
2
Coming Soon
9/13/2025 5:59:24 PM
234
8
4
Coming Soon

Spell Tags: Social Utility Combat Foreknowledge Charmed

Available For: Cleric (Legacy) Warlock (Legacy) Cleric Warlock

Benz74M

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