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#1rjtrotterNov 01, 2005 12:52:09 | Okay I was hopping to find out about a Sun Wizard kit for 2nd Ad&d on the web, like the Cerulean and the Shadow Wizard kits. The one I did find on the web didn't work with the powers listed with Sadira in "Beyond the Prism Pentad" but I thought it was a good kit. Okay with that said, here is my question for the board, Given all the different sources from novels to game books to adventures what should be the powers and handicaps (to balance the kit) for 2nd Ad&d???? Here is the kit as is, can't remember were I found it now: Sun Wizard Description: The Sun Wizard is a magician who has learned to draw their energy for spells directly from the sun. This remarkable ability is made possible by the Shadows of the Pristine Tower through contact with the Steeple of Crystals. The process is difficult and rarely done, and then only for people who the Shadows deem useful to themselves. Role: Sun Wizards serve as minions, either willing or otherwise, of the Shadow People of the Pristine Tower. Their goal is to free their master Raajat the Warbringer from his prison in the Black. Once this has been accomplished, the Shadows will return to being normal halflings. Requirements: To be a Sun Wizard, a character must be a wizard with an Constitution and Intelligence of at least 12, and have 25 extra character points to spend. The Sun Wizard is still considered to be either a preserver or defiler. Preferred Schools: None. Barred Schools: None. Non-weapon Proficiencies: Standard. Weapon Proficiencies: Standard. Equipment: Standard. Special Benefits: The Sun Wizard gains a large number of benefits from his association with the Shadows and the sun. First, while the sun is in the sky, all of the Sun Wizard’s magical energies are supplied from it. Plants are completely untouched by the caster’s magic, and they receive no terrain restrictions/bonuses, nor defilement bonuses for spell casting. Second, all spell durations are extended until the sun sets. Third, they are completely nurished for the day by the sun energy (having no need for food or water) if at least one hour is spend in direct sunlight. When the sun sets, all bonuses are lost, and the wizard casts spells as per their class. Special Hinderances: Due to the large investment of self into the process of becoming a Sun Wizard, the character must spend 25 character points to take this kit. This is done when the wizard becomes a Sun Wizard. The skin of the Sun Wizard turns an ebony black, and their eyes a dark blue, while the sun shines, the Sun Wizard is very clearly marked as a wizard during daylight hours. This produces a -4 reaction penality with anyone the Sun Wizard meets, even those who have grown tollerant of most magics. Sun Wizards are rare and powerful, and they usually produce alarmed reactions from those they meet. Because of the process of becoming a Sun Wizard, the Shadow People have a strong connection to the wizard: they are able to subject their influence on their actions. Once per month, the Sun Wizard must make a saving throw vs spells, with any Willpower modifiers, or begin to follow the direct will of the Shadow People. The wizard will carry out one task they set forth upon him, without question, misunderstanding, or trickery. These tasks are almost never detrimental to the Sun Wizard--after all, if they die, then who will aid the Shadows in thier liberation? Rob. |
#2SysaneNov 01, 2005 13:08:49 | If I remember correctly, there really wasn't a 2e kit. it was just something special they tagged to Sadira's 2e stats in tCSoT supplement. |
#3rjtrotterNov 01, 2005 13:13:47 | If I remember correctly, there really wasn't a 2e kit. it was just something special they tagged to Sadira's 2e stats in tCSoT supplement. I know but I was hopping to get some help from the board to create one... Rob. |
#4SysaneNov 01, 2005 13:15:43 | I know but I was hopping to get some help from the board to create one... Well, I don't know how many people are going to jump to help create 2e version, but I made a 3e/d20 one awhile back if your interested. |
#5rjtrotterNov 01, 2005 13:18:17 | Well, I don't know how many people are going to jump to help create 2e version, but I made a 3e/d20 one awhile back if your interested. Sure, I could then base a new kit on that information. Where can I find it? Rob. |
#6SysaneNov 01, 2005 13:20:36 | I'll just repost it.Sun Wizard (Sun Touched) |
#7rjtrotterNov 01, 2005 13:49:00 | I'll just repost it. Thanks, Rob.... |
#8rjtrotterNov 03, 2005 11:48:04 | Here is the updated kit. I have used the information from the sun wizard kit here from here the inforamtion on sadira on the original kit I found on the web. Please some look over it and let me know if you think there needs to be any changes: Sun Wizard Description: The Sun Wizard is a magician who has learned to draw their energy for spells directly from the sun. This remarkable ability is made possible by the Shadows of the Pristine Tower through contact with the Steeple of Crystals. The process is difficult and rarely done, and then only for people who the Shadows deem useful to themselves. Role: Sun Wizards serve as minions, either willing or otherwise, of the Shadow People of the Pristine Tower. Their goal is to free their master Raajat the War-bringer from his prison in the Black. Once this has been accomplished, the Shadows will return to being normal Halflings. Requirements: To be a Sun Wizard, a character must be a wizard with a Constitution and Intelligence of at least 12. The Sun Wizard is still considered to be either a preserver or defiler. Preferred Schools: None. Barred Schools: None. Non-weapon Proficiencies: Standard. Weapon Proficiencies: Standard. Equipment: Standard. Special Benefits: The Sun Wizard gains a large number of benefits from his association with the Shadows and the sun. First, the sun wizard can draw energy from the sun in order to fuel their spells. The character can choose whether to utilize plant energy or sun energy when casting spells. Sun energy has no impact on the environment. Spells powered with sun energy increase the sun wizard’s caster level by 10 for purposes of determining level-dependent spell variables and for caster level checks. Second, all spell durations are extended until the sun sets. Third, their strength increases by 5 points, their MAC is +1, and they have a continual emanation of an armor spell while in daylight. Special Hindrances: When the sun sets, all bonuses are lost, and the wizard casts spells as per their class. The skin of the Sun Wizard turns ebony black, and their eyes a dark blue, while the sun shines, the Sun Wizard is very clearly marked as a wizard during daylight hours. This produces a -4 reaction penalty with anyone the Sun Wizard meets, even those who have grown tolerant of most magic’s. Sun Wizards are rare and powerful, and they usually produce alarmed reactions from those they meet. Because of the process of becoming a Sun Wizard, the Shadow People have a strong connection to the wizard: they are able to subject their influence on their actions. Once per month, the Sun Wizard must make a saving throw vs. spells, with any Willpower modifiers, or begin to follow the direct will of the Shadow People. The wizard will carry out one task they set forth upon him, without question, misunderstanding, or trickery. These tasks are almost never detrimental to the Sun Wizard--after all, if they die, then who will aid the Shadows in their liberation? Rob. |
#9PennarinNov 03, 2005 12:13:49 | This is no comment on rjtrotter's kit. This blast from the past is making me shudder. Thank god for 3E. |