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The Rising Sun

The Rising Sun

Edition:  l  AD&D 2e  l  D&D 3e (original)  l  D&D 3.5  l  D&D 5e  l

The original 2nd Edition entry from the Forge.

The Rising Sun is a round medium shield about 32" in diameter. It was created by priests of Lathander for the Order of Aster (Lathanders Paladins). The shield is passed on between the Chosen of the Order of Aster. The bearer of this weapon is considered to have the direct blessing of Lathander. The shields outer rim is a red steel with amber gems spaced about 6" apart around the perimeter. The center of the shield is made of mithril.

The Rising Sun is a medium shield +2. The shield may only be yielded by characters of Good or Neutral alignments. Any evil creature attempting to yield the Rising Sun must save vs. paralyzation or be blinded for 1d4 days. In the hands of a member of the Order of Aster, the Rising Sun is a powerful weapon. The shield allows the yielder to turn dead at a +2 to his current level (this takes into account a paladins normal -2 penalty). In addition, the shield has three command words which are imparted to the owner telepathically. By saying the command word illu, the front of the shield eminates a soft light slightly brighter than a torch. Archers attempting to hit the yeilder suffer a -1 penalty to their attack roll. This power may be used an unlimited number of times. Mas Illu causes a very bright (daylight) light on the face of the shield. When first activated, any person in fron of the shield must save vs. wands or be blinded for 1d6 rounds. In addition, archers suffer a -4 penalty to their attack roll and melee opponents suffer a -2 to hit. This power may be used three times per day and lasts for 1 turn. Gran Illu causes the front of the shield to emit a ray of light ten times brighter than daylight. This light is so intense that it can destroy a vampire. Any undead entering the rays of this light must save vs. breath weapon or be destroyed. Any one in front of the shield when this power is enacted must save vs. wands or be blinded for 2d6 days. This intense light is nearly impossible to look at and all missle attacks suffer a -8 penalty to hit. Melee attacks are equally difficult and suffer a -4 to hit. This light is so intense that simply shutting ones eyes will not block the light. This power may be used three times per week and lasts one round.


As submitted to the site's 3e section; shown unchanged.

by Citadelraven.com

The Rising Sun is a small steel shield about 32" in diameter. It was created by priests of Lathander for the Order of Aster (Lathander's Paladins). The shield is passed on between the Chosen of the Order of Aster. The bearer of this weapon is considered to have the direct blessing of Lathander. The shields outer rim is a red steel with amber gems spaced about 6" apart around the perimeter. The center of the shield is made of mithril.

The Rising Sun is a small shield +2. The shield may only be yielded by characters of Good or Neutral alignments. Any evil creature attempting to yield the Rising Sun must save vs. paralyzation or be blinded for 1d4 days. In the hands of a member of the Order of Aster, the Rising Sun is a powerful weapon. The shield grants teh yielder a +4 on attempts to turn undead. In addition, the shield has three command words which are imparted to the owner telepathically. By saying the command word illu, the front of the shield eminates a soft light slightly brighter than a torch. Ranged attacks suffer a -1 penalty to their attack roll. This power may be used an unlimited number of times. Mas Illu causes a very bright (daylight) light on the face of the shield. When first activated, any person in front of the shield must make a Fortitude save (DC 15) or be blinded for 1d6 rounds. In addition, ranged attackers suffer a -4 penalty to their attack roll and melee opponents suffer a -2 to hit. This power may be used three times per day and lasts for 6 rounds. Gran Illu causes the front of the shield to emit a 60' ray of light ten times brighter than daylight. This light is so intense that it can destroy undead. Any undead entering the rays of this light must make a Fortitude save (DC 25) or be destroyed. Those that save suffer 3d6 damage. Anyone in front of the shield when this power is enacted must make a Fortitude save (DC 25) or be blinded for 2d6 days. This intense light is nearly impossible to look at and all ranged attacks suffer a -8 penalty to hit and have 100% concealment. Melee attacks are equally difficult and suffer a -4 to hit. This light is so intense that simply shutting ones eyes will not block the light. This power may be used three times per week and lasts one round.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, light, sunbeam, sunburst; Market Price: 203,840 gp; Cost to Create: 101,920 gp + 8153 XP.


Provisional conversion, awaiting review by DamienRahl.

The Rising Sun (3.5)

A round shield with a red steel rim set with amber gems and a mithral center, made by priests of Lathander for the Order of Aster. Its history is on the 2nd Edition tab.

The Rising Sun is a +2 heavy steel shield. Only a creature of good or neutral alignment can wield it; an evil creature that tries must make a DC 15 Fortitude save or be blinded for 1d4 days.

Turning: In the hands of a member of the Order of Aster, the shield lets its bearer turn undead as a cleric of his character level +2. A bearer who can already turn undead adds +4 on turning checks instead.

Command words: The bearer knows the shield's three command words. Speaking one is a standard action.

  • Illu (at will): The shield sheds bright light like a torch until dismissed. Ranged attacks against the bearer take a −1 penalty.
  • Mas Illu (3/day, 6 rounds): The shield blazes with daylight. When it's first activated, each creature in front of the shield within 60 feet must make a DC 15 Fortitude save or be blinded for 1d6 rounds. While it lasts, ranged attacks against the bearer take a −4 penalty and melee attacks against him a −2 penalty.
  • Gran Illu (3/week, 1 round): The shield casts a 60-foot ray of light ten times brighter than daylight. Each undead in the ray must make a DC 25 Will save or be destroyed; one that succeeds takes 3d6 points of damage. Any other creature in the ray must make a DC 25 Fortitude save or be blinded for 2d6 days. Until the bearer's next turn he has total concealment against ranged attacks, and melee attacks against him take a −4 penalty.

Caster Level: 16th; Prerequisites: Craft Magic Arms and Armor, light, sunbeam, sunburst; Weight: 15 lb.

Conversion notes (how conversions are made):

  • Updated from the 3e original. The 2e entry describes a medium shield and the 3e original a small one; this version makes it a heavy steel shield to match the 2e shield and Venger's 3.5 stats.
  • Undead are immune to effects that require a Fortitude save in 3.5, so Gran Illu uses a Will save against undead.
  • The 3e original's turning bonus (+4) is kept for bearers who already turn undead; the 2e rule (turning at +2 levels) covers paladins who can't turn yet.
  • The 3e original's market price isn't carried over, since it wasn't calculated for 3.5 and an artifact-like holy item of the Order isn't for sale.

Provisional conversion, awaiting review by DamienRahl.

The Rising Sun (5e)

Armor (shield), very rare (requires attunement by a creature of good or neutral alignment)

A round shield with a red steel rim set with amber gems and a mithral center, made by priests of Lathander for the Order of Aster. Its history is on the 2nd Edition tab.

While holding this shield, you have a +2 bonus to AC in addition to the shield's normal bonus. An evil creature that tries to attune to it must succeed on a DC 15 Constitution saving throw or be blinded for 1d4 days.

Turning. If you are a member of the Order of Aster and can't already turn undead, you can use an action to present the shield and use the cleric's Turn Undead Channel Divinity (save DC 8 + your proficiency bonus + your Charisma modifier), once per short or long rest. If you already have Turn Undead, undead have disadvantage on the saving throw.

Command words. You know the shield's three command words. Speaking one is a bonus action.

  • Illu (at will). The shield sheds bright light in a 20-foot radius and dim light for an additional 20 feet until you dismiss it.
  • Mas Illu (3/day, 1 minute). The shield sheds bright light in a 60-foot radius. When you activate it, each creature in a 30-foot cone in front of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute (it can repeat the save at the end of each of its turns). While the light lasts, ranged attacks against you have disadvantage.
  • Gran Illu (3/week). The shield casts a line of searing light 60 feet long and 5 feet wide. Each undead in the line must make a DC 17 Constitution saving throw, taking 10d6 radiant damage on a failure or half as much on a success; a vampire reduced to 0 hit points this way is destroyed. Each other creature in the line must succeed on a DC 17 Constitution saving throw or be blinded for 2d6 days. Until the start of your next turn, attack rolls against you have disadvantage.

Conversion notes (how conversions are made):

  • Written for 5e from the 2e entry and the 3e original. The 2e "save or be destroyed" against undead becomes radiant damage, with a vampire's destruction kept as in 2e.
  • Attack penalties against the bearer become disadvantage, and weekly uses reset every seven days.

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