Hourglass of Chronepsis (3.5e Equipment)
Hourglass of Chronepsis[edit]
“ | Beautiful. Terrifying. Omnipotent. The Hourglass was of remarkable beauty, carved from time itself. Chronepsis said that creatures of all races share this glass. Each grain of sand is the life of another being. He then pointed at a grain near the bottom of the pouring sand and said, "This is you. Looks like your time is almost up." | ” |
—Journey to Outlands; Rizma, Cancer Mage |
History[edit]
Chronepsis forged the hourglasses that monitor all living beings and their time remaining. He forged three hourglasses known collectively as Time. Each hourglass maintains the ebb and flow of all living things. One glass creates the space for life. It spawns the souls of every living being. The second glass determines the amount of sand used to measure the spawned beings life span. The final glass is the ebb and flow that keeps the sand flowing, inevitably emptying the creatures hourglass.
The other gods, after seeing Chronepsis work, charged him with building an hourglass that keeps track of the lost lives. He accepted the challenge and created the Hourglass of Chronepsis. He warned that hourglass was immensely powerful and should not be touched by any living being. The glass had taken on the role as Gatekeeper of the Sand, and was intertwined with all aspects of Time. A few gods aimed to steal Chronepsis creation, but instead ended their existence. During a battle between Bahamut and Tiamat, the Hourglass was knocked near the center of Outlands, where all magic is nullified. There Azmodeus grabbed it and headed back to the Nine Layers of Hell. When nearing the border of his planes, and that of Chronepsis', he was stopped by Boccob, who demanded the hourglass be returned to Chronepsis. Azmodeus, took his Ruby Staff and created a bubble to protect him and sent the glass to the material plane, where it was found by a lich named Vecna. Vecna realized the immense power of the glass, and hid it for his own vile use. After obtaining god-hood, he returned for the hourglass, and it was gone....
The Power of the Glass[edit]
The Hourglass of Chronepsis was created with two functions; the memory of past lives, the preservation of time.
- Once any of the saves required to use the item have been met, they need not be repeated.
The First Function - Memory[edit]
“ | There is one journey we must all make alone. No, it is not death. It's life. | ” |
—Chronepsis to Celovox; Celovox, Cleric of Chronepsis |
- Any creature that possesses the glass may attempt to read the infinitesimally small notches on the glass itself (DC 150;Search, and Decipher Script). If the creature is given permission by Chronepsis locating and reading the notches becomes much easier (DC 20). Any creature reading the notches without Chronepsis permission must make a Will Save DC 100, and a Fortitude Save DC 100, to prevent the glass from emptying the creatures sand, ending its life permanently (cannot be resurrected under any circumstances).
The creature that makes the aforementioned saves gains:
Soulchange(Su): Any person with the Soulchange ability is able to change into any other creature in existence. This ability may be used as a swift-action, but no more than 3/day. When you transform you gain the creatures Extraordinary, and Supernatural abilites, as well as, any other qualities that they may have. You do not change your hitpoints, nor do you gain the spells of the target creature, if they posses the ability to cast spells (efreet).
The Second Function - Time[edit]
“ | Nature does not recognize good or evil, nature recognizes balance and imbalance. And I intend to maintain that balance, at all costs. | ” |
—Chronepsis to Celovox; Celovox, Cleric of Chronepsis |
- Any creature that possesses the glass may attempt to read the infinitesimally small notches on the glass itself (DC 150;Search, and Decipher Script). If the creature is given permission by Chronepsis locating and reading the notches becomes much easier (DC 20). Any creature reading the notches without Chronepsis permission must make a Will Save DC 100, and a Fortitude Save DC 100, to prevent the glass from emptying the creatures sand, ending its life permanently (cannot be resurrected under any circumstances).
The creature that makes the aforementioned saves gains:
Sand-Reversal: Once per day, as an immediate action, the welder can encase herself in a 5-foot-radius spherical wall of force. The area 50 feet around the sphere (but not within it) becomes an antimagic field. This effect lasts of 3 rounds. In the first round, the wielder is automatically purged of any unwanted enchantment spells or effects. In the second, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts). In the third round, the wielder is healed to full hit points, and feels refreshed as though she had just rested a full day, regaining spells and spell-like abilities accordingly. This ability triggers automatically (without the wielder having to spend an immediate action) if the wielder ever fails a save against an unwanted enchantment spell or effect, such as a charm person or dominate monster.
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