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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.

Soul Gifts (Soul Seed)

Absorb InjuryMinor Gift

Necromancy 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate envision; Frequency once per day; Trigger an ally within 30 feet takes damage; Effect You forge a conduit to your ally's soul and absorb the injury to protect them. You receive the damage instead of your ally; you also take any additional effects associated with the transferred damage, such as poison on the blade, conditions, or persistent fire damage from a critical hit with a flaming rune.

Force BlastMinor Gift

Evocation 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate command, envision; Effect A blast of force envelops a creature of your choosing within 30 feet. This blast deals 1d6 force damage, with a basic Fortitude save.

The damage increases by 1d6 at 3rd level and every 2 levels thereafter.

Soul PuppetMinor Gift

Necromancy 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate command, envision; Frequency once per day; Effect You bind loose souls, briefly animating an undead creature. The soul seed casts animate dead at a level equal to half the soul seed's level rounded up. You can Sustain this Activation as you would the spell.

Cleanse SoulMajor Gift

Necromancy 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate 1 minute (command, envision); Frequency once per day; Effect You cleanse a soul of curses. The soul seed attempts to counteract all curses on you or another creature you touch throughout the activation. The target's soul is bolstered against further curses, and they gain a +2 status bonus to saving throws against curses for 1 hour.

Spirit BlinkMajor Gift

Conjuration Teleportation 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate command, envision; Frequency once per day; Effect You blink between the realm of mortals and the Ethereal Plane. This grants you the effects of blink, except the resistance is equal to the soul seed's level instead of 5.

Soul MagicGrand Gift

Enchantment Mental 
Source Secrets of Magic pg. 231 1.1
Aspect soul
Activate envision; Frequency once per day; Effect You infuse yourself or a willing creature that you touch with spiritual energy. This has the effect of divine inspiration.