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Holy water was water blessed by a good deity[2] that could damage undead and evil outsiders.[1] Evil clerics could create a similar substance called unholy water.[3]

The priests of Helm called holy water the "Tears of Helm".[4]

PropertiesEdit

Holy water was infused with positive energy, which gave it its properties.[2] Unholy water, in contrast, was imbued with negative energy.[3]

ApplicationsEdit

Holy water acted much like acid against undead creatures and evil beings from other planes. If contained in a flask, it could be thrown as a grenade weapon against corporeal creatures, or it could be splashed or poured on incorporeal ones.[1] Unholy water instead damaged good outsiders.[3]

Holy water was used in the powerful resurrection spell, as part of the ceremony to restore life to the dead.[5]

Some users employed an instrument known as an aspergillum to spray holy water.[6][7] A larger version of an aspergillum, the heavy aspergillum, was also used as a weapon.[8]

ProductionEdit

To create a flask of holy water required the flask of water, five pounds (2.3 kilograms) of powdered silver, and the ability to bless water. The process took one minute per flask.[2] The procedure was equivalent for unholy water, except that the water was cursed instead.

Temples dedicated to good deities usually sold holy water at cost to those who needed a defense against evil.[1]

Notable UsersEdit

Rumors & LegendsEdit

The plane of Celestia was said to contain an infinitely large sea of holy water from which Mount Celestia emerged.[11]

AppendixEdit

AppearancesEdit

External linksEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 129. ISBN 0-7869-2886-7.
  2. 2.0 2.1 2.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 205. ISBN 0-7869-2886-7.
  3. 3.0 3.1 3.2 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 216. ISBN 0-7869-2886-7.
  4. Ed Greenwood and Jeff Grubb (April 1998). Cormyr: A Novel (Paperback). (Wizards of the Coast), p. 302. ISBN ISBN 0-7869-0710-X.
  5. Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook 3.5 edition. (Wizards of the Coast), p. 273. ISBN 0-7869-2886-7.
  6. Jeff Grubb, Julia Martin, Steven E. Schend et al (1992). Aurora's Whole Realms Catalogue. (TSR, Inc), p. 31. ISBN 0-5607-6327-2.
  7. Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of the Coast), p. 95. ISBN 0-7869-1836-5.
  8. Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 91. ISBN 0-7869-2875-1.
  9. Matthew G. Adkins (July 1999). “Into the Nest of Vipers”. Dungeon #75 (TSR, Inc.), p. 66.
  10. Dale Donovan, Paul Culotta (August 1996). Heroes' Lorebook. (TSR, Inc), p. 24. ISBN 0-7869-0412-7.
  11. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 132. ISBN 0-7869-1850-8.

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