Candlelight

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Revision as of 01:11, 23 June 2026 by Paxe (talk | contribs) (Created page with "{{Template:Core Rule Header}} {{Template:Core Rule Navigation|right}} ==Candlelight== Not every path through the dark requires a torch and a bag to carry it in. Candlelight is a simple but essential spell — a small conjured flame that hovers above the caster's shoulder and follows wherever they go. It won't illuminate a great hall or banish deep shadow, but it will keep your footing sure and your mind steady in the dark. Experienced delvers know that a free hand and a...")
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Dicey Dangers, Core Rule Game by Joel Hills
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Core Rule Book

Candlelight

Not every path through the dark requires a torch and a bag to carry it in. Candlelight is a simple but essential spell — a small conjured flame that hovers above the caster's shoulder and follows wherever they go. It won't illuminate a great hall or banish deep shadow, but it will keep your footing sure and your mind steady in the dark. Experienced delvers know that a free hand and a calm light are often worth more than an extra blade.

Charge Use

Use a charge to conjure a hovering flame that follows the Hero. The flame produces Dim Light and lasts for 1 hour (6 Time boxes). The light moves with the Hero and does not remain in the room when they leave. The flame does not occupy a Bag slot.

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