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A flask was a small container for liquids, widely appreciated by anyone who need to securely store and transport small amounts of material. It was sibling to the smaller vial and larger bottle, though the terms were sometimes used interchangeably. Skins and canteens served a similar function, though usually just for water, while beakers were used for precise alchemical purposes.[1][2]

Description[]

An idealized average flask could hold 1 pt (0.47 L) of liquid, and was secured with a stopper. The flask could be made from a variety of durable materials, including metals, ceramics, or glass,[1][3] and had a flat base and a narrow neck. Flasks intended for being worn on the hip (usually containing beverages) were made with a curved shape that sat neatly against the body.[2]

Usage[]

  • Lamp oil was often stored in 1-pint flasks. This standard measure would fuel a typical lamp for about 6 hours. They could also be thrown as missile weapons, potentially breaking on impact and covering the target in oil. An attached fuse would allow the fuel to ignite.[4][5][3][6]
  • Potions, magical oils, and medicine like antitoxins were kept in sturdy flasks for ready use, usually containing one dose each.[1][7]
  • Alchemist's fire, volatile acid, and oil of fiery burning could be kept in breakable flasks, allowing them to be used as thrown weapons that shattered on impact.[8] Flasks of holy water could also be used the same way,[3][1][9] as could flasks of gases such as sleeping gas.[10]

Notable Flasks[]

Flasks-ME

A pair of flasks.

Magical flasks often contained things far removed from normal flask functionality, making opening one a risky proposition.[2]

Appendix[]

See Also[]

Gallery[]

References[]

  1. 1.0 1.1 1.2 1.3 1.4 1.5 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), pp. 126, 128. ISBN 0-7869-2886-7.
  2. 2.0 2.1 2.2 2.3 Connie Rae Henson & Dale "slade" Henson (August 1992). The Magic Encyclopedia Volume One. (TSR, Inc), p. 58. ISBN 9781560764298.
  3. 3.0 3.1 3.2 3.3 Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 150, 153. ISBN 978-0-7869-6560-1.
  4. David "Zeb" Cook (April 1995). Player's Handbook 2nd edition (revised). (TSR, Inc.), pp. 91, 93. ISBN 0-7869-0329-5.
  5. 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.
  6. Gary Gygax (1978). Players Handbook 1st edition. (TSR, Inc.), p. 36. ISBN 0-9356-9601-6.
  7. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), p. 191. ISBN 978-0786903283.
  8. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), p. 194. ISBN 978-0786903283.
  9. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 158. ISBN 0-7869-2886-7.
  10. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 15. ISBN 0-5607-6327-2.
  11. Bruce R. Cordell (2006). Darkvision. (Wizards of the Coast), chap. 4, pp. 33–34. ISBN 0-7869-4017-4.
  12. Troy Denning (May 1991). Blood Charge. (TSR, Inc.), p. 54. ISBN 0880388897.
  13. David Cook (April 1995). Dungeon Master Guide 2nd edition (revised). (TSR, Inc.), p. 225. ISBN 978-0786903283.
  14. Curtis Scott (March 1992). Pirates of the Fallen Stars. (TSR, Inc), p. 33. ISBN 978-1560763208.
  15. Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 178. ISBN 978-0786965622.
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