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Homebrew Relic: The Eye of Chanokh

I ran into this note recently from 2013. It’s a relic I wrote for a Pathfinder First Edition game (using the Relics of the Godlings rules), for my wife’s “Daybreak” campaign.

I thought people might enjoy seeing stuff my friends and I homebrewed with.

Eye of Chanokh – The Sixth Lock

The Eye of Chanokh is a gleaming ring of layered gold wire that is bent and twisted into sigils of summoning and control, forming an almost lacelike pattern. Set in the wire is a bright emerald which shines with an internal light each time the wearer casts a conjuration (summoning) spell.

Legend claims that the gem is truly a fraction of a star that forms part of the 8-star elven constellation of Chanokh the Warcalled, a mote of the star forged into the form of an arcane gem when this relic was created. Elvish myth presents Chanokh as a warrior-wizard who summoned arcane armies he commanded as their general, and who eventually learned to summon creatures from the stars themselves. He was a great defender of elven lands, and a proponent of the effectiveness of knowledge and cunning over brute strength. When he died, the star-warriors he had called took him with them into the night sky, creating the constellation that bears his name.

Supposedly the Eye of Chanokh is one of eight great rings of conjuration, which were created to lock away a vast and evil summoning gate (which was created by demons to allow them to invade the world of men). Each of the eight rings is a lock that drains power from this evil gate, allowing the wearers of the rings to augment their conjuration spells with the leached power. As long as the rings are used, the gate is constantly weakened and can never become a threat.

Abilities By Character Level

Level 1: Once per day when you conjure creatures with a summoning spell, they gain a +1 enhancement bonus to their existing natural armor bonus to AC.

Level 2: Each creature you conjure with summoning spells gains a +1 enhancement bonus to its existing natural armor bonus to AC.

Level 3: Each creature you conjure with any summon spell gains +1 resistance bonus to saving throws.

Level 4: Once per day you may cast a conjuration (summoning) spell with a casting time of 1 round as a standard action. The summoned creature arrives immediately, and may take an action immediately.

Level 5: Once per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may roll twice to see how many creatures are summoned and take the better of the two results.
Additionally, you are able to speak to and understand all the creatures you summon with conjuration (summoning) spells.

Level 6: Each creature you conjure with any summoning spells gains a +2 enhancement bonus to its existing natural armor bonus to AC.

Level 7: Each creature you conjure with any summon spell gains +2 resistance bonus to saving throws.

Level 8: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action twice per day.

Level 9: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell twice per day.

Level 10: When you conjure creatures with a summoning spell, they gain elemental resistance 10 for one element of your choice.

Level 11: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.

Level 12: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.

Level 13: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action an unlimited number of times per day.

Level 14: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 20.

Level 15: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell three times per day.

Level 16: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.

Level 17: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.

Level 18: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 30.

Level 19: Three times per day you may cast a conjuration (summoning) spell of 1st-3rd level as a swift action.

Level 20: Three times per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may choose to receive the maximum number. You may make this decision after seeing how many creature the spell would have randomly produced.

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House Rules; Initiative By Spelllessness

Initiative By Spelllessness

“Exactly!  It’s real and I can touch it.”
Jack Burton from Big Trouble in Little China:

A simple house rule designed to alter the inherent power level of various classes and sets up a cosmology where knowing magic always and automatically means you aren’t as alert to the events of the entirely material world around you. Also, this is nothing more than a minor tweak on the same basic idea from yesterday, but with a different variable as the lynchpin.

Each combat round is broken into 10 phases, though in most combats you can skip many of them. Within each phase, all characters acting in that phase act in order of their initiative modifier (calculated normally).

In phase one, only characters and monsters with no spellcasting or spell-like abilities, and those with only o-level spells or spell-like abilities act.

In phase two, all characters and monsters with spellcasting limited to 1st and lower level spells and 1st or lower level spell-like abilities act.

In phase three, those with up to 3rd level spells and 3rd level spell-like abilities, in phase 4 up to 4th level, and so on.

No other rules need change, and all three phases are still part of a single round. You can hold or ready an action to go in later phases, just as you could hold or ready and act at a lower initiative.

As compared to yesterday, which focused on your level of dedication to combat ability as the thing that lets you go first, in this system the more magic you know the later you go. This means you no longer have rogues going after fighters, or clerics going before wizards. It also mans the bigger an eldritch badass you are, the more you pay for it by other people going before you in the potential games of rocket-tag.

Being a wizard just got tougher.

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House Rules: Initiative by BAB

Initiative By Base Attack Bonus

A simple house rule designed to alter the inherent power level of various classes.

Each combat round is broken into three phases.

In phase one, all characters and monsters with a bab equal to their HD go, in initiative order.

In phase two, all characters and monsters with a bab equal to more than half their HD (but less that their full HD) go, in initiative order.

In phase three, all characters and monsters with a bab equal to or less than half their HD go, in initiative order.

No other rules need change, and all three phases are still part of a single round. You can hold or ready an action to go in later phases, just as you could hold or ready and act at a lower initiative. As long as you aren’t using any 3pp rules that use initiative values to determine anything other than the order characters go in a round, you can just treat this as everyone going on phase one having a +100 bonus to their Initiative check, and every going on phase two having a +50 bonus.

Being a wizard just got tougher.

Like House Rules?

Check out my Houserule Handbook and Houserule Footnote PDFs!

Enjoy This Article?

I could really use your support on my Patreon! Thousands of words of free gaming content and game industry articles, with support levels as low as $3/month.