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A torch was a rod, most often made of wood, that could be lit to provide illumination in dark areas.[11]

Walking into the Underdark under a blazing torch is not the wisest move. A single candle would mark you as out of place and would leave you vulnerable.

Description[]

Before opening a sarcophagus, light a torch.
— X the Mystic's 7th rule of dungeon survival[13]

These wooden implements often had one end covered in a cloth (or flax) that was doused with a flammable substance.[11] They were popular with adventurers that explored dark avenues and darker dungeons.[13]

As well as being used as a source of light, torches or fire sources equivalent to torches were used as material components in spells such as chariot of Sustarre[14] and fire lance.[15] They could also be used as bludgeoning weapons that might also ignite foes.[16][17]

Powers[]

There were several magical torches across the Realms. The gateway to Deepearth from the Bloodstone Mines had torches that could not be put out by normal methods, and even had a very high resistance to magic.[18]

A torch could be turned into an infratorch, a torch that enabled those within its "light" radius to see as if they had infravision.[19]

Symbology[]

Talmost

The Talmost family coat of arms.

The Lords of Waterdeep were represented by a blazing torch, as was the Waterdhavian Talmost family.[20]

Kossuth's faithful were often named after blazing torches. After taking the Oath of Firewalking, some Kossuthans became known as Torches of the Faith.[21]

The first platform of the Pyramid of Uxma in Maztica was lit by pluma torches. They were coloured from red to orange to yellow to represent flames, and emitted continual light.[22]

The Olympian deity Prometheus had a torch as his symbol.[23]

Notable Torches[]

  • Torches of continual fire were known to exist throughout Realmspace. They could be ignited or extinguished when a command word was spoken.[27]
  • Gruumsh's Everburning Torch was a torch that could never been extinguished, even via spells such as darkness and fire quench.[28]

Appendix[]

See Also[]

Appearances[]

Novels
The Ogre's PactThe Fallbacks: Bound for Ruin
Comic Books
Forgotten Realms (#24)
Video Games
Dungeon HackEye of the Beholder III: Assault on Myth DrannorForgotten Realms Unlimited AdventuresBaldur's Gate: Dark AllianceBaldur's Gate III
Referenced only
Eye of the BeholderPools of DarknessMenzoberranzanPool of Radiance: Ruins of Myth Drannor

Gallery[]

References[]

  1. Curtis Smith, Rick Swan (May 1990). Ronin Challenge. Edited by Jon Pickens, Steve Winter. (TSR, Inc.), p. 89. ISBN 0-88038-749-1.
  2. R.A. Salvatore (March 2015). Vengeance of the Iron Dwarf. (Wizards of the Coast), p. 99. ISBN 0-7869-6570-3.
  3. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 36. ISBN 0-9356-9601-6.
  4. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 40. ISBN 0-8803-8099-3.
  5. Gary Gygax (1979). Dungeon Masters Guide 1st edition. (TSR, Inc.), pp. 225, 239. ISBN 0-9356-9602-4.
  6. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 107. ISBN 0-5607-6327-2.
  7. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), p. 91. ISBN 0-7869-0329-5.
  8. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 89. ISBN 978-1560763581.
  9. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 128. ISBN 0-7869-2886-7.
  10. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 150. ISBN 978-0-7869-6560-1.
  11. 11.0 11.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 127. ISBN 0-7869-2886-7.
  12. R.A. Salvatore (July 2006). Starless Night. (Wizards of the Coast), chap. 9. ISBN 0-7869-1606-0.
  13. 13.0 13.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), pp. 228–229. ISBN 978-0786965614.
  14. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 63. ISBN 0-9356-9601-6.
  15. Anthony Pryor (June 1995). “Campaign Guide”. In Michele Carter, Doug Stewart eds. Spellbound (TSR, Inc.), p. 96. ISBN 978-0786901395.
  16. slade et al (November 1995). Encyclopedia Magica Volume IV. (TSR, Inc.), p. 1452. ISBN 0-7869-0289-2.
  17. Richard Baker, Skip Williams (1995). Player's Option: Combat & Tactics. (TSR, Inc), p. 145. ISBN 0-7869-0096-2.
  18. Douglas Niles and Michael Dobson (1986). The Mines of Bloodstone. (TSR, Inc), p. 19. ISBN 0-8803-8312-7.
  19. Mark Middleton et al (January 1998). Wizard's Spell Compendium Volume Two. (TSR, Inc), p. 460. ISBN 978-0786906642.
  20. Ed Greenwood (1987). Waterdeep and the North. (TSR, Inc), p. 49. ISBN 0-88038-490-5.
  21. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 89. ISBN 978-0786903849.
  22. Jeff Grubb and Tim Beach (September 1991). Fires of Zatal. (TSR, Inc), p. 23. ISBN 1-5607-6139-3.
  23. James Ward, Robert J. Kuntz (August 1980). Deities & Demigods. Edited by Lawrence Schick. (TSR, Inc.), p. 74. ISBN 0-935696-22-9.
  24. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 128. ISBN 0-7869-2886-7.
  25. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 213. ISBN 0-7869-2886-7.
  26. Darrin Drader, Thomas M. Reid, Sean K. Reynolds, Wil Upchurch (June 2006). Mysteries of the Moonsea. Edited by John Thompson, Gary Sarli. (Wizards of the Coast), p. 52. ISBN 978-0-7869-3915-2.
  27. slade et al (November 1995). Encyclopedia Magica Volume IV. (TSR, Inc.), pp. 1452–1453. ISBN 0-7869-0289-2.
  28. slade et al (November 1995). Encyclopedia Magica Volume IV. (TSR, Inc.), p. 1453. ISBN 0-7869-0289-2.
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