Candle of Invocation
1 field differ · 18 identical
This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the* detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. **d20 ** **Alignment ** 1–2 Chaotic evil 3–4 Chaotic neutral 5–7 Chaotic good 8–9 Neutral evil 10–11 Neutral 12–13 Neutral good 14–15 Lawful evil 16–17 Lawful neutral 18–20 Lawful good The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time. While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1stlevel spells he or she has prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
This candle’s magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table. 1d100 Outer Plane 1d100 Outer Plane 01–05 Abyss 55–59 Gehenna 06–10 Acheron 60–64 Hades 11–17 Arborea 65–69 Limbo 18–25 Arcadia 70–77 Mechanus 26–33 Beastlands 78–85 Mount Celestia 34–41 Bytopia 86–90 Nine Hells 42–46 Carceri 91–95 Pandemonium 47–54 Elysium 96–00 Ysgard