Holy Water of the Major Forgotten Realms Gods

 

These special powers are usable by any character unless a special class restriction or other limiting factor is noted. No holy water is barred from anyone, but a priest would have severe reservations about using the waters of a radically opposed faith.
All Holy waters do 2d4 damage to Evil aligned creatures, and Unholy waters do 2d4 points of damage when used on a Good aligned creature.

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Auril - Cold, Winter
This unholy water is always extremely cold to the touch, and there will always be condensation on the outside of whatever contains it. The water will freeze upon contact with any target, living or otherwise. This can be uncomfortable for a target at best, causing the usual 2d4 damage from cold. However, a myriad of uses include icing stairs, freezing hinges shut, or sticking tounges to flagpoles the hard way. The exact possibilities and their effects are left to the individual DM. Usable by anyone.

Azuth - Wizards, Mages, Spellcasters
Holy water dedicated to the Lord of Spells can be used in place of any material component in a spell with the following limitations: The item to be replaced cannot be worth more than 100gp, cannot require special craftsmanship, and cannot be part of any Fire-based magic. Usable by any spellcaster.

Beshaba - Mischief, Misfortune, Bad Luck, Accidents
Any victim struck by this Unholy water will suffer a stroke of ill luck. The next dice roll the character must make will be penalized by 1 point or by 10%, whichever is aplicable. Usable by anyone.

Chauntea - Agriculture, Farmers, Gardeners, Summer, Plants Cultivated by Humans
Holy water of the Earthmother can be employed to ensure plants bear the greatest fruits (or vegetables) possible. Any plant watered regularly (at least once every 10 day ride) with this Holy water will produce the best fruit possible as long as the watering continues. Tomatoes will be large and plump; Apples will be the juciest around, and so on. Usable by anyone with the Agriculture NWP/Secondary Skill.

Cyric - Murder, Strife, Lies, Intrigue, Deception, Illusion
This Unholy water is quite possibly the vilest substance in existance. The stuff is black and oily, and tastes horrible. It is only used in rituals and has no other effects, although Cyric has been known to tell his followers that it does. Usable by anyone.

Deneir - Glyphs, Images, Scribes, Literacy, Literature, Cartography
The drinker of this holy water will be able to unerringly recognize and read the next single character, glyph, pictogram, or image he/she sees. Unfortunately, this could end up being only a single letter, many carry more than one draught. Usable by anyone.

Eldath - Springs, Pools, Peace, Waterfalls, Quiet Places
This Holy water acts as a minor potion of sweetwater. One pint will purify two gallons of water, turning it into crystal clear, clean, pure water. Usable by anyone.

Gond - Artifice, Craft, Construction, Smithwork
This wonderous liquid is used when potions or other harmful liquids must be combined; it is added to the first liquid, and then the second is mixed. In the case of harmful liquids, the Holy water forestalls any reaction between the two for 5 minutes, giving the alchemist plenty of time to move a safe distance away. In the instance of potions, the Holy water negates any negative effects of mixing; roll on the potion mixing table in the DMG. If the result is negative, then the potions are mixed and both become inert. If the result is a positive one, then the positive side effects are gained. Usable by anyone.
Note that the special conditions pertaining to Potions of Treasure Finging & Potions of Delusion still apply. Any roll of 1 on a 1d100 is still an explosion (as described on the table).

Helm - Guardians, Protection, Protectors
Consuming a bottle of Helm's Holy water grants a +1 to all surprise rolls of the drinker for the next 24 hours. Usable by anyone.

Ilmater - Endurance, Righteous Suffering, Martyrdom, Perseverance
If used to clean wounds suffered in the name of Righteous Suffering (DM's discretion), it is ensured that the wounds will not become infected by any disease, magical or mundane (unless such has alreday happened). Usable on anyone, but must be administered by a clregy member of one of the following: Ilmater, Tyr, Torm, or Lathander.

Iyachtu Xvim - Tyranny, Hatred
Unholy water of the Cruel Master hasn't much to do with hatred or tyranny, but instead with the frequent need for Iyachtu's priests to depart quickly. If thrown to the ground, the liquid transforms into smoke upon contact with air, creating an effecive screen to cover an escape. Usable by anyone.

Kelemvor - Death, The Dead
Due to the new Lord of the Dead's distaste for the undead, this Holy water is especially potent against these abominations. Any undead struck takes 2d4 damage and catches fire (whether they would normally be flamable or not) and burns until destroyed or the fire is put out, suffering and additional 1d4 damage each round. Usable by anyone.

Lathander - Spring, Dawn, Birth, Youth, Renewal, Athletics, Self-Perfection
If sprinkled over the corpse or other remains (if any) of a recently destroyed undead being, those remains may NEVER be re-animated. This Holy water can also affect trolls and troll-kin, and the damage is treated as acid damage (i.e. it cannot be regenerated). Usable by anyone.

Lliira - Joy, Happiness, Dance, Festivals, Freedom, Release, Hospitality, Trade, Money, Wealth
The drinker of this holy water gains the dancing NW proficiency, or if they already have the dancing NWP they gain a skill level of 20. Lasts for 12 hours. Usable by anyone.

Loviatar - Pain, Hurt, Agony, Torment, Suffering, Tortrure
If a non-metal slashing or piercing weapon is soaked in it overnight, the next hit from it will cause excrutiating pain. The target will drop whatever they are holding. Usable by anyone of evil alignment.

Malar - Hunters, Blood, Blood-Lust, Stalking, Evil Lycanthropes, Marauding Beasts & Monsters
This Unholy water places the drinker into a state identical to berserk fury (See Berserker Kit for details). Usable by anyone.

Mask - Thieves, Thievery, Shadows
Tossing this water into an already shadowy area deepens the shaows enough to grant a thief a +15% to his hide in shaows roll. Usable by any clergy of Mask or by any Thief with the Hide in Shadows ability.

Mielikki - Forests, Forest Creatures, Rangers, Dryads, Autumn
Applying this holy water to the skin makes the user friendly to Dryads. Any Dryads encountered will be friendly toward the user, and said user will find himself/herself unable to take any hostile action toward a Dryad for 24 hours. Usable by anyone.

Milil - Poetry, Song, Eloquence
Drinking this holy water grants the user the eloquence of a Bard for 24 hours. It does not, however grant the ability to sing, as many have found out to their dismay. Bards consuming this liquid fell really good, but gain no special benefits. Usable by anyone.

Mystra - Magic, Spells, The Weave
The user of this Holy water can reshape the area of effect of then next spell they cast into any form they desire. This can be any geometric shape, and can even have holes in it so that certain beings or items are avoided. An idividual may only consume one dose of this water a day; additional quaffings have no effect. Usable by any spellcaster.

Oghma - Knowledge, Invention, Inspiration, Bards
Drinking this Holy water ensures that the drinker will always remember the next nine words he or she hears, even if subjected to Forget, Feeblemind, or similar spells. This information can only be removed by a properly worded wish spell. Usable by anyone.

Selune - Moon, Stars, Navigation, Wanderers, Seekers, Good and Neutral Lycanthropes
When thrown to the ground (or deck of a ship, or any other solid surface) the water will flow into an arrow shape that points directly true North. Usable by anyone.

Shar - Dark, Night, Loss, Dungeons, Forgetfulness, Caverns, The Underdark
This Unholy water causes memory loss of 1-3 hours in targets hit by it. Usable by anyone of non-good alignment.

Shaundakul - Travel, Exploration, Long-Range Traders, Miners, Caravans, Windghosts
The drinker of this Holy water may transport up to 25 additional pounds without being encumbered, or moving to the next encumbrance level. Consider this equal to adding 25 lbs to a Character's Max Press. Usable by anyone.

Silvanus - Wild Nature, Druids
This Holy water will refertilize even the most barren soil, even sand. One pint of Holy water will convert 3 cubic feet of soil. Usable by anyone.

Sune - Beauty, Love, Passion
Skin washed with this Holy water will be free of blemishes for the next 48 hours. Wounds bathed with it will heal without scarring. The water does nothing to reverse or hide current scars. Usable by anyone.

Talona - Disease, Poison
If poured over a wound, that injury instantly becomes infected. Ingesting this Unholy liquid lowers apparent Charaisma by 1 point for 24 hours. Usable by anyone of evil alignment.

Talos - Storms, Devastation, Rebellion, Earthquakes, Vorticies, Conflagrations
Any target struck by this Unholy water suffers 2d4 points of lightning damage. Usable only by clergy of Talos.

Tempus - War, Battle, Warriors
The drinker of this Holy water gains 1d4 additional (temporary) hit points. Subtract any damage from these first. The phantom hit points vanish after 24 hours. Usable by anyone.

Torm - Duty, Loyalty, Obedience, Paladins
This Holy water acts as a minor potion of healing to some alignments. Anyone of Lawful Good alignment heals 1d6+1 points of damage; anyone of Neutral Good alignment heals 1d6-1 hit points, Chaotic Good 1d4 hit points. Usable by anyone of Good alignment.

Tymora - Good Fortune, Skill, Victory, Adventurers, Adventuring
Anyone quaffing this Holy water will have a stroke of good luck. This means that the next dice roll the character makes will gain a bonus of 1 point or by 10%, whichever is aplicable. Usable by anyone.

Tyr - Justice
The drinker and those around him are affected as if wearing a ring of truth for one hour. Usable by anyone.

Umberlee - Oceans, Currents, Waves, Sea Winds
Applying this water to exposed skin makes the user immune to the effects of strong winds, magical or mundane. The individual will be able to stand still even in hurricane force winds, and blown objects bounce harmlessly aside. Lasts 10 rounds. Usable by anyone.

 

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