Difference between revisions of "Firefinger (cantrip)"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 1: Line 1:
 
[[File:Firefinger (cantrip).jpg|right|465px|thumb]]
 
[[File:Firefinger (cantrip).jpg|right|465px|thumb]]
'''Firefinger''' causes a flame to flow from the caster's finger ...
+
'''Firefinger''' causes a flame to flow from the caster's finger that's able to light a [[Lantern|lamp]], [[Torch|torch]], candle, oil-soaked rag or split log, along with paper, straw and oil floating atop water, without other assistance. Upon touching the item, it will spring into [[Illumination|illumination]] at once.
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 11:
 
| level = [[Cantrip|cantrip]]
 
| level = [[Cantrip|cantrip]]
 
}}
 
}}
 +
 +
Objects not listed might still catch fire if exposed to the finger.  Each is entitled to a [[Saving Throws for Items|saving throw]] vs. normal fire.  The effect doesn't last long enough to produce significant heat, though it will produce a flash of light that may help the character gain his or her bearings for a moment.  There's no remaining afterglow after the cantrip ends.
 +
 +
The flame lasts only an instant, but it has the power to cause a single [[Hit Points|point]] of [[Damage (hit points)|damage]], provided the caster is immediately adjacent to the target (no roll is needed [[Roll to Hit|to hit]]).

Revision as of 23:29, 3 October 2021

Firefinger (cantrip).jpg

Firefinger causes a flame to flow from the caster's finger that's able to light a lamp, torch, candle, oil-soaked rag or split log, along with paper, straw and oil floating atop water, without other assistance. Upon touching the item, it will spring into illumination at once.

Firefinger
Range 6 in.
Duration 1 round
Area of Effect 1 object
Casting Time 1 action point
Saving Throw none
Level cantrip

Objects not listed might still catch fire if exposed to the finger. Each is entitled to a saving throw vs. normal fire. The effect doesn't last long enough to produce significant heat, though it will produce a flash of light that may help the character gain his or her bearings for a moment. There's no remaining afterglow after the cantrip ends.

The flame lasts only an instant, but it has the power to cause a single point of damage, provided the caster is immediately adjacent to the target (no roll is needed to hit).