Candle Magic At 5th through 9th level, a Mystic may choose to learn only lesser candles. At 10th level and above, the character can learn any lesser candles not already known or can learn to craft greater candles. At 15th level and above, a Mystic can learn to craft high magic candles. The white, silver, and black candles learned are specific to Mystics of good, neutral,or evil alignment, respectively. However, their making can be learned by a Mystic of one alignment step away who is five levels higher than the level at which that candle type is normally learned (i.e., 10th, 15th, and 20th, respectively). Good or evil Mystics can learn to craft silver candles and neutral Mystics can learn to craft either white or black candles (but never both). A Mystic may manufacture no more than one magical candle per month, requiring several days of labor and effort that cannot be done while traveling or without access to proper facilities. A Mystic's magical candles are usually about 1/2" to 2" thick and 2" long, plus an inch for every turn of burning. For every three days spent crafting a candle, it will burn for one turn, up to a maximum of 10 turns for with 30 days of labor. The burning time of a candle is counted off in whole-turn increments; even if a candle was burned for only a single round, it is counted as if it had been burned for a full turn. Materials for creating magical candles cost 10 g.p. per day for lesser candles, 50 g.p. per day for greater candles, and 100 g.p. per day for high magic candles. Magical candles retain their potency permanently until they are used or destroyed, and they may be used by any character. For those with restrictions on magical item use or ownership, they should be considered equivalent to potions. The magical candles that Mystics can manufacture are listed below, along with the level at which that candle type is learned and the effects of the candle type in question. Lesser Candles: Ivory candle of long burning: This candle burns for 60 times the normal amount of time; i.e., ten hours for every turn that it would normally burn. It may be extinguished normally as any other candle. Tan candle of unfailing light: This candle provides a normal candle flame when lit that burns steadily and cannot be extinguished except by the person who lit it until its duration expires. Even immersion in water or a vacuum will not cause this candle to be extinguished, although dispel magic or magic that extinguishes fires may be used to do so. Brown candle of survival: This candle provides heat and light equivalent to a small campfire when lit, and it burns for six times the normal amount of time (i.e., an hour for every turn of normal burning. In addition, while the candle is burning it halves the chance of encounters in the wilderness with normal animals and creates the effect of a sanctuary spell with respect to normal (but not magically controlled) animals in a 5' radius for a small candle or a 10' radius for a large taper. Lavender sanctuary candle: This magical candle provides the effect of a sanctuary spell in a 5' radius for a small candle or a 10' radius for a large taper for as long as the candle remains lit. If any creature within this radius attacks, he or she loses the benefits of the sanctuary, but other characters do not if they do not also attack. Candle of propitiousness: This magical candle enhances attacks versus a particular enemy within the light of the candle, which must be named or unmistakably described when the candle is lit. For as long as the candle of propitiousness burns, all characters within its light (20' radius) gain a +2 bonus to attack rolls and a +1 bonus to Armor Class and saving throws against that named foe. This benefit does not apply if the candle's light is hidden by a solid object or magical darkness. If this candle is extinguished, its magic is lost, as it can be lit only once. White candle of brilliance: This candle radiates light as bright as a continual light spell in a 20' radius. Also, any undead, anti-paladins, lower-planar creatures, or light- sensitive creature within the area must save vs. spells or be blinded for as long as the candle burns (even if they leave the area of effect). Silver candle of visibility: This candle dispels any magical light or darkness within 20', shedding normal candlelight within that radius. This dispelling lasts for only as long as the candle's light is in contact with an area of magical light or darkness, and any such areas return to normal as soon as they or the candle move away. This candle also renders all invisible creatures or objects within its light visible to all, though it does not reveal other types of hidden, displaced, out-of-phase, polymorphed, or disguised things. Black candle of darkness: This candle radiates magical darkness in a 20' radius area of effect. Also, any paladins or upper-planar creatures within the area of effect must save vs. spells or be blinded for as long as the candle burns (even if they leave the area of effect). Greater Candles: Orange pyrotechnics candle: This candle burns for one round after being lit and then apparently goes out. At the beginning of the second round, however, it erupts in a shower of dazzling aerial fireworks equivalent to the pyrotechnics spell. The fireworks fill a cylinder 30' high and 10' across per hour of burning normally possible. If a handful of ashes is sprinkled over the candle when it is lit, it will instead create a billowing cloud of smoke (again, equivalent to the pyrotechnics spell) with double the dimensions given above for the fireworks. Red love candle: This candle affects a single target within 20 feet as a philter of love, affecting the target for one day per turn of burning of the candle. A save vs. spell is allowed to avoid the effect, but with a penalty of -1 to the saving throw for every three levels of the Mystic (rounding up). The effects of this candle can be removed only by exorcism, remove curse, limited wish, or similar magic. If the save is made, the target can never be affected by that particular love candle. Purple hypnosis candle: This candle forces a single target within 20 feet to save vs. spell with a penalty of -1 to the saving throw for every three levels of the Mystic (rounding up). Failure indicates that the target falls into a listless trance for as long as the candle burns. The trance effectively slows the target (as the spell), and the incoherent ramblings drawn from the target's subconscious brought out by the candle prevent effective spellcasting. Also, the Mystic to ask up to one question each turn, which the subject must answer fully and truthfully. If the save is made, the target can never be affected by that particular hypnosis candle. Blue protection candle: This candle generates the effects of protection from evil 10' radius and/or protection from good 10' radius. If lit by a neutral character, it creates simultaneous protection against both good and evil. If lit by a good or evil character, it radiates protection against only evil or good, but it is double the normal power (i.e., +4). Gold healing candle: This candle can provide magical healing to one or more creatures within its light. Any and all living creatures within a 10' radius of it while it burns will be healed of one point of damage per turn of burning, provided that they were within this radius when the candle was lit. If the only person within 10' is the person who lit the candle, he or she gains 1d6 points of healing for every turn the candle burns. The healing is applied all at once at the end of each full turn of burning. If the candle is extinguished before a full turn elapses, that turn's healing is wasted. White candle of disruption: This candle is the bane of undead and lower-planar creatures when it is lit. Any such creature that comes within 20' of the candle's flame suffers damage as if struck by holy water every round (generally 2d4 points of damage, though occasionally more or less than this amount in special cases). In addition, attempts to turn undead and lower-planar creatures take effect as if the turning priest is two levels higher than his or her actual level. Silver candle of shielding: This magical candle radiates a shimmering silver 10' radius sphere of protection that combines the effects of the wizard spells shield and minor globe of invulnerability. Black candle of damnation: This candle is the bane of paladins and upper-planar creatures when it is lit. Any such creature that comes within 20' of the candle's flame suffers damage as if struck by unholy water every round (generally 2d4 points of damage, though occasionally more or less than this amount in special cases). In addition, attempts to turn good creatures take effect as if the turning priest is two levels higher than his or her actual level. High Magic Candles: Pink candle of charming: This candle's flame has an effect identical to the wizard spell fire charm. Green fortune candle: This candle provides a special blessing for the person who lights it. For each turn that it is allowed to burn, it grants one day of good luck, similar to a stone of good luck, granting a +1 bonus to saving throws, proficiency checks, ability checks, surprise rolls, and so on, but not to attack rolls, damage rolls, or initiative. More than one creature can benefit from a single fortune candle, provided that each recipient allows it to burn for at least one turn. Yellow telepathy candle: Any character can use this candle to generate the effect of one sending spell for each turn of burning. Also, if burned by a Mystic it allows him or her to establish a deep, penetrating mental link with a single creature within 10' that fails its save vs. spells with a penalty of -1 to the saving throw for every three levels of the Mystic (rounding up; automatic failure if charmed). This telepathic link allows communication across language barriers and allows the Mystic to automatically detect any lie, falsehood, or deception on the part of the other person in the link. If the save is made, the target can never be affected by that particular telepathy candle. Aquamarine divination candle: This type of candle can only be used by a spellcaster. At the end of one turn of burning (two turns if using wizard spells), it allows the character who lit it to call to mind and cast any single divination spell of any level that he or she knows without having memorized it ahead of time. Candle of invocation: This magical candle is as per the Dungeon Master's Guide, usable by any character whose alignment matches that of the Mystic who crafted it and that can cast priest spells. It can be lit and commanded to immediately open a gate, which automatically consumes the candle and has a 10% chance of success per turn of burning normally allowed with the candle. If the lighting character elects not to do this, he or she will instead temporarily increase his or her spellcasting ability by two in all respects (including turning undead and the use of other granted powers), adding new spell slots (including spells of a level not normally usable by the lighting character). These spells should be recorded, as these bonus spells, once gained by the lighting character, are not replaced each time he or she lights it thereafter; i.e., further lighting will simply provide access to any bonus spells not yet cast and the usual two-level boost to all of the priest's spells and granted powers. White candle of purification: This candle can provide a number of special benefits during every turn of burning upon any creature within 10': abjure, exorcism, or remove major curse, or the effects of imbibing an elixir of health (q.v.). A full burning of a candle of purification will even cure lycanthropy an similar dire afflictions, with a 10% chance of success per turn of burning (checked at the end of burning, not each turn). Silver candle of empowerment: This type of candle has an effect similar to incense of meditation, causing any priest spells cast by the person lighting it to have maximum effect for as long as the candle is burning for one hour for every turn that the candle is burned. In addition, if a candle of empowerment is burned by a Mystic it also allows him or her to always inflict maximum damage on successful physical attacks made during that time. More than one creature can benefit from a single candle of empowerment, provided that each recipient allows it to burn for at least one turn. Black candle of curses: These candles place a curse upon a single creature within 10' for every turn that they are allowed to burn. A save vs. spells with a -1 penalty for every three levels of the Mystic (rounding up) must be made at the end of each turn of burning to avoid suffering a curse that turn. The exact curse applied from each turn of burning should be determined randomly; if a curse is rolled that the victim has already failed a save against, a new curse should be rolled. Roll Curse 1 Weakness (Strength reduced to 3) 2 Clumsiness (Dexterity reduced to 3) 3 Exhaustion (Constitution reduced to 3) 4 Idiocy (Intelligence reduced to 3) 5 Lunacy (Wisdom reduced to 3) 6 Hideousness (Charisma reduced to 3) 7 Vulnerability (+4 bonus to opponent rolls to hit and damage) 8 Lethargy (always lose initiative, always surprised) 9 Incompetence (-4 penalty to all non-weapon proficiency scores and rolls to hit) 10 Ill luck (-4 penalty to all saving throws and ability checks other than proficiency checks) Once a curse takes effect, it is permanent until removed, which may be done with remove curse (if the caster is higher level than the Mystic who created the candle of curses), remove major curse, or limited wish. A candle of purification will remove one of the curses from this candle automatically for every turn of burning. Copper candle of doom: This candle can only be learned by a Mystic of 20th level or above, costing double the normal amount for materials. It may be used against a single creature within 10', forcing a save vs. spells with a -4 penalty to avoid its effects. The save must be made at the end of each turn of the candle's burning. If the save is ever failed, the target's body disappears and the candle of doom takes on the appearance of the victim as his or her life force is transferred to the candle. The victim can only be freed from candle form by remove major curse (if the caster is higher level than the Mystic who created the candle of doom), remove bane, polymorph any object, or wish. While in candle form, the victim may communicate through a speak with monsters spell or by telepathy, but cannot otherwise communicate with others. If the candle's flame goes out for any reason, the candle melts away to nothingness and the victim is irrevocably slain, his or her spirit utterly destroyed.