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  Arcane Traditions 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Candles 
  The School of Candles is an old and oft forgotten discipline 
  of magic, whose practice is among the most mysterious in 
  all spellcasting. It is based in wax, which is both the base 
  and fuel for flame; a moldable thing, melted and poured in 
  layers to be fed to the fire. Secrets can be held within wax – 
  secret, or spells. 
       Candle casters, as mages of this school are oft known, 
  fashion candles with stores of arcane energy in the wax, 
  and a single spell hidden in the wick, which are revealed as 
  the flame ignites. They are apt carry many candles with 
  many types of magic, for whatever need might arise, and 
  even a few mundane ones, for when it is merely dark. 
  Candle-Casters 
  Starting at 2nd level, you can cast your spells through the 
  lighting of an arcane candle. You can convert any number 
  of nonmagical candles into arcane candles for no cost over 
  a long rest by providing a mix of material components from 
  a material component pouch when you create them. 
       Whenever you cast a spell that has a somatic and/or a 
  material component without a gp cost, you can replace 
  those components by lighting a candle instead. Doing so 
  ties the spell's power to the candle. If the spell has a 
  duration of instantaneous, it burns the candle to its base in a 
  matter of seconds, as the spell's power is released. If the 
  spell requires your concentration, you automatically 
  succeed ability checks you make to maintain the 
  concentration, but the spell ends if the candle's flame is 
  extinguished (such is by high winds or a splash of water), 
  as if you lost concentration on the spell. 
  Everburning Candles 
  At 2nd level, when you light a nonmagical candle, it burns 
  twice as brightly, casting bright light in a 10-foot radius 
  and dim light for an additional 10 feet. Additionally, the 
  candle does not produce heat, consume oxygen, or burn 
  down. You can quench or smother the candle's flame as an 
  action. 
       Starting at 6th level, when you light an everburning 
  candle, you can choose for the light to only be visible only 
  to yourself and creatures you choose. Additionally, this 
  light penetrates magical, as well as nonmagical, darkness. 
  Torchling 
  Starting at 6th level, whenever you cast a spell which deals 
  fire damage or radiant damage or creates a sheds light in an 
  area, you can use your bonus action to conjure a torchling 
  to your side. The torchling is friendly to you and your 
  companions and acts on your turn. It obeys any verbal 
  commands that you issue to them (no action required by 
  you). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
       The torchling lasts until it is reduced to 0 hit points, or 
  until the spell ends or after a number of rounds equal to the 
  level of the spell cast (minimum of 1), whichever is longer. 
  At the end of this duration, the torchling explodes, as per its 
  Death Burst trait. You can only have one torchling at a 
  time. 
  Unfettered Candle 
  Starting at 10th level, you can create arcane candles 
  containing a portion of your own magic. When you prepare 
  spells following a long rest, you can create arcane candles 
  of any spell of 5th level or lower you have prepared, 
  expending spell slots and spell components as if you cast 
  the spell normally. 
       Any creature with an Intelligence of 10 or higher that 
  lights this candle can cast the spell contained within it, 
  using your spell attack roll and saving throw DC, as 
  appropriate. Casting the spell by lighting the candle 
  requires the spell’s normal casting time. Once the spell is 
  cast, the candle burns to its base and can no longer be lit. If 
  the casting is interrupted, the candle is lost. 
       You can create a number of candles equal to your 
  Intelligence modifier, and all unused candles become 
  mundane candles when you finish a long rest. 
  Invocation  
  Starting at 14th level, when you finish a long rest, you can 
  create a lesser candle of invocation. You choose the 
  candle's alignment when you create it. The candle's magic 
  is activated when you light the candle, which requires an 
  action. The candle is destroyed when it is snuffed, or after 
  it burns for 1 minute. 
       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. 
       The candle has none of the other effects of a candle of 
  invocation and becomes a nonmagical candle after 24 
  hours. 
   
   
   
   
  Torchling 
  Small elemental 
  Armor Class 12 
  Hit Points 4 (1d6 + 1) 
  Speed 30 ft. 
   
  STR 
  3 (-4) 
  DEX 
  14 (+2) 
  CON 
  13 (+1) 
  INT 
  5 (-3) 
  WIS 
  5 (-3) 
  CHA 
  7 (-2) 
   
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious 
  Senses passive Perception 8 
  Languages  
  Challenge 1/4 (50 XP) 
  Death Burst. When the torchling dies, it explodes in a burst 
  of fire and wax. Each creature within 10 ft. of it must make a 
  DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  Flammable objects that aren't being worn or carried in that 
  area are ignited. 
  Fire Form. The torchling can move through a space as narrow 
  as 1-inch wide without squeezing. In addition, the torchling 
  can enter a hostile creature's space and stop there. The first 
  time it enters a creature's space on a turn, that creature 
  takes 7 (2d6) fire damage. 
  Illumination. The torchling sheds bright light in a 15-foot 
  radius and dim light in an additional 15 ft. 
  Water Susceptibility. For every 5 ft. the torchling moves in 
  water, or for every gallon of water splashed on it, it takes 1 
  cold damage. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/School of Candles.pdf