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Essence of darkness was a type of magic oil was a concentrated, liquefied darkness that had multiple applications for thieves.[1]

Description[]

These oils were typically kept in light-proof containers, often bottles or vials, but sometimes small ceramic or glass spheres that were referred to as darkness bombs. On average, a container of this substance held around five to eight doses.[1]

Powers[]

Essence of darkness was a volatile substance. It would dissipate upon one hour of exposure to sunlight and would explode if its container was violently struck. A full container of essence of darkness usually issued in a magical effect akin to the spell darkness, 15' radius, whilst a single dose of the substance would only cover a 5 feet (1.5 meters) area with magical darkness. Some thieves took advantage of this property, crafting the aforementioned darkness bombs and throwing them against hard surfaces.[1]

If imbibed, essence of darkness would cause every aspect of a creature's body to become matte black for a period of 40 to 80 minutes.[1][2][note 1] On occasion, an imbiber might issue forth a 5 ft (1.5 m) radius area of darkness if violently struck.[1]

If diluted in 1 gallon (3.8 liters) or so of water, essence of darkness could be used to make a black dye that would impart slight concealment or enhanced stealthiness effect upon any armor, clothing, or weapon that was treated in it, allowing their wielders better chances at hiding within the shadows. 1 gal (3.8 L) was usually sufficient enough to coat all of the equipment of a single individual. This effect would persist for six hours and ten to six minutes. On occasion, dyed equipment might issue forth a 5 ft (1.5 m) radius area of darkness if violently struck.[1]

Availability[]

Notable Owners[]

  • The Black Crows, a short-lived criminal gang in Ravens Bluff in the mid-14th century DR, utilized essence of darkness.[6]

Appendix[]

Notes[]

  1. The Complete Thief's Handbook states that the duration when imbibed is "the same duration as a standard potion". Within the 2nd edition Dungeon Master's Guide, this duration is stated to be "four complete turns plus 1d4 additional turns".

Appearances[]

Adventures

Organized Play & Licensed Adventures

The Stroke of Midnight • Vengeance • The Stakeout

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 John Nephew, Carl Sargent and Douglas Niles (1989). The Complete Thief's Handbook. Edited by Scott Haring. (TSR), pp. 104–105. ISBN 0-88038-780-7.
  2. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), p. 191. ISBN 978-0786903283.
  3. Frank Timar & Erika Timar (July 1997). Vengeance. Living City (RPGA), pp. 5, 28.
  4. Eric L. Boyd (November 1999). Drizzt Do'Urden's Guide to the Underdark. Edited by Jeff Quick. (TSR, Inc.), p. 93. ISBN 0-7869-1509-9.
  5. Brian Burr (February 1996). The Stroke of Midnight. Living City (RPGA), p. 11.
  6. 6.0 6.1 Peter Parker (September 2000). The Stakeout. Living City (RPGA), p. 11.
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