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One who lights a candle awakens a small sun.
— Common elven saying[11]

Candles were employed in an enormous variety of purposes throughout the Realms, by adventurers, clerics, wizards, and common folk alike. They were often snuffed out by candle snuffers.[1]

Description[]

Typical adventurers' candles burned for approximately 1 hour. They could shed light that was useful to aid vision out to a range of up to 10 feet (3 meters) and cost 1 cp each in the late 15th century DR. They were an integral part of burglar's packs, entertainer's packs, and priest's packs.[1]

Different varieties of adventuring candles were also sold by Aurora's Emporium that illuminated out to a range of 15 feet (4.6 meters) for up to 4 hours. They came in a variety of sizes and shapes, including twisted. Their starting length was 1 foot (30 centimeters) and starting diameter was 0.5 inches (1.3 centimeters), but they were available in longer and thicker sizes for additional prices.[7]

Specialty candles, however, ran a much wider variety of prices, sizes, and applications. Certain types of candles were used to mark the passage of time, while others decorated temples or were used as a healing aid for the infirm. Some candles employed by clerics included:[4]

  • Altar candles that varied in size between 1 foot (0.3 meters) and 6 feet (1.8 meters); the larger varieties could burn for weeks;[4]
  • 12-hour candles that could be inscribed with marks on their sides that were reached once every half hour;[4]
  • Vigil candles that were infused with incense and were lit next to injured patients.[4]

Other specialty varieties of candles were also mandatory components in wizards' laboratories, and were available uncolored or in a variety of colors, including red, black, and yellow. Candles relevant to wizards included:[5]

  • Timekeeping candles that were notched to mark the passage of half-hours;[5]
  • Incense candles that cleared the laboratory's air;[5]
  • Vial heaters, steady-burning candles that burned for long times;[5]
  • Tapers that provided illumination for reading.[5]

A complete laboratory required at least 30 candles of each type to operate properly.[5]

Candles3-2e

Left to right: taper, votive, and knobbed candles.

Candles that were typically used in households were also available in a variety of shapes, sizes, colors, and materials. They could be made from beeswax, tallow,[6] or bayberry wax.[12] And they could be colored blue, green, red, white, or yellow. Different shapes included:[6]

  • Tall, thin tapers;[6]
  • Short and thick votives;[6]
  • Knobbed candles, which could also be used to mark the passage of time. The knobs could mark hours or days.[6]

Candles were also employed instead of a wick in certain types of lanterns, such as self-dousing lanterns.[13]

A lit candle onboard a spelljammer that entered the phlogiston immediately exploded into a small fireball 4 inches (10 centimeters) in diameter.[14]

Powers[]

Incense-infused vigil candles lasted for about 8 hours. Their curative properties slightly accelerated the recovery of injured patients.[4]

Candle Magic[]

Candles2-2e

A selection of candles used in wizard laboratories.

Main article: Candle magic

Mystics in the Realms were capable of using their knowledge of herbs to manufacture magically enchanted candles. The material was laborious to produce: every 10 minutes of burning time took roughly 3 days to create, so that a candle that burned for up to an hour and a half took up almost one entire month to produce. These magic candles, after burning for their full duration in the presence of a subject within 10 feet (3 meters), granted a variety of effects, some of which increased with longer exposition times. Mystic-produced candles included:[15]

History[]

Temples of Lathander in the mid‒14th century DR typically used two 6‑foot (1.8‑meter) altar candles per fortnight.[4]

Reputation[]

The holy symbol of Deneir consisted of a lit candle above an open eye.[16][17]

Notable Candles[]

Appendix[]

Gallery[]

External Links[]

Disclaimer: The views expressed in the following links do not necessarily represent the views of the editors of this wiki, nor does any lore presented necessarily adhere to established canon.

References[]

  1. 1.0 1.1 1.2 1.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 150–151. ISBN 978-0-7869-6560-1.
  2. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), p. 225. ISBN 0-9356-9602-4.
  3. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), pp. 36, 123. ISBN 0-9356-9601-6.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 4.6 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 32. ISBN 0-5607-6327-2.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 41. ISBN 0-5607-6327-2.
  6. 6.0 6.1 6.2 6.3 6.4 6.5 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 97. ISBN 0-5607-6327-2.
  7. 7.0 7.1 Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 106. ISBN 0-5607-6327-2.
  8. Jonathan Tweet, Monte Cook, Skip Williams (August 2000). Player's Handbook 3rd edition. (Wizards of the Coast), pp. 126, 128. ISBN 0-7869-1551-4.
  9. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 222. ISBN 0-7869-4867-1.
  10. Mike Mearls, Bill Slavicsek, Rodney Thompson (September 2010). Heroes of the Fallen Lands. (Wizards of the Coast), p. 335. ISBN 0786956208.
  11. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 102. ISBN 0-5607-6327-2.
  12. Gregg Chamberlain (March 1992). “Magic by Candlelight”. In Roger E. Moore ed. Dragon #179 (TSR, Inc.), p. 17.
  13. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 105. ISBN 0-5607-6327-2.
  14. Jeff Grubb (August 1989). “Concordance of Arcane Space”. Spelljammer: AD&D Adventures in Space (TSR, Inc.), p. 10. ISBN 0-88038-762-9.
  15. 15.0 15.1 15.2 15.3 15.4 15.5 15.6 15.7 15.8 15.9 Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 187. ISBN 978-0786903849.
  16. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 294. ISBN 978-0-7869-6560-1.
  17. Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), pp. 21, 28. ISBN 978-0-7869-6580-9.
  18. Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), p. 136. ISBN 978-0-7869-6612-7.
  19. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 157. ISBN 978-0786965622.
  20. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), p. 251. ISBN 0-7869-2889-1.
  21. Monte Cook, Jonathan Tweet, Skip Williams (July 2003). Dungeon Master's Guide v.3.5. (Wizards of the Coast), pp. 251–252. ISBN 0-7869-2889-1.
  22. Rob Heinsoo, Andy Collins, James Wyatt (June 2008). Player's Handbook 4th edition. (Wizards of the Coast), p. 255. ISBN 0-7869-4867-1.
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