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Relics

Source Gamemastery Guide pg. 94
Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurer’s legend. These are called relics, and owning one can define a character more than any other magic item could.

Relic Gifts

Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character’s career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.

The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.

Gift Saves and Spell Attack Rolls

Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner’s class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic’s counteract modifier is equal to its owner’s counteract modifier.

Soul Seeds

Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light. For more detailed rules on soul seeds, read here.

Click here for the full rules on Relics.

Air Gifts

Deadly SparkMinor Gift

Air Electricity Evocation 
Source Gamemastery Guide pg. 96
Aspect air
Activate command, Interact; Effect A spark flashes out from the relic toward a creature within 20 feet. This spark deals 1d12 electricity damage (basic Reflex save). The damage increases by 1d12 at 6th level and by another 1d12 every 4 levels thereafter.

Feather StepsMinor Gift

Air Transmutation 
Source Gamemastery Guide pg. 96
Aspect air; Prerequisite The relic is a worn item.
While wearing the relic, you do not trigger traps that use weight or pressure plates as a trigger. Also, whenever you fall, you reduce the falling damage by the level of the relic. If this would reduce the falling damage to 0, you land on your feet and are not prone. The relic grants a +1 item bonus to Athletics checks made to Jump, increasing to +2 at 9th level and +3 at 17th level.

Wind BarrierMinor Gift

Abjuration Air 
Source Gamemastery Guide pg. 96
Aspect air
Activate command; Effect An invisible barrier of air deflects ranged attacks, granting you a +2 circumstance bonus to AC against ranged attacks until the beginning of your next turn. At 13th level, this increases to a +3 circumstance bonus to AC against ranged attacks.

Lightning StormMajor Gift

Air Electricity Evocation 
Source Gamemastery Guide pg. 96
Aspect air
Activate command; Effect The relic surrounds you with a storm of wind, rain, and lightning in a 30-foot emanation. This storm is difficult terrain for creatures other than you. Any creature other than you that enters or starts its turn in the storm takes 1d12 electricity damage, with a basic Reflex save (2d12 damage at 15th level). You can Sustain this Activation up to 1 minute.

Propelling WindsMajor Gift

Air Transmutation 
Source Gamemastery Guide pg. 96
Aspect air
Activate command, Interact; Frequency once per hour; Effect The relic casts fly targeting you.

Living StormGrand Gift

Air Electricity Evocation 
Source Gamemastery Guide pg. 96
Aspect air
The relic grants you a fly Speed equal to your Speed or 60 feet, whichever is greater. In addition, a creature that Strikes you with a melee attack takes 5 electricity damage, and you can cast 5th-level lightning bolt as an innate spell.