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Relics

Source GM Core pg. 308
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.

Click here for the full rules on Relics.

Fire Gifts

Flare BoltMinor Gift

Fire 
Source GM Core pg. 314
Aspect fire
Activate [two-actions] (concentrate, manipulate); Effect A bolt of flames scorches out from the relic. Make a spell attack roll with your relic against a target within 30 feet. The bolt deals 1d6 fire damage for every 2 levels the relic has (minimum 1d6).

Critical Success The bolt deals double damage, as well as persistent fire damage equal to the level of the relic.
Success The bolt deals full damage.

Heat HazeMinor Gift

Fire 
Source GM Core pg. 314
Aspect fire
Your relic's heat keeps the air around you pleasantly warm. While you are holding or wearing the relic, it protects you from severe environmental cold. At 9th level, it also protects you from extreme cold, and at 17th level, it protects you from incredible cold. At 4th level, the relic also gains the following activation.

Activate [two-actions] (concentrate); Frequency once per day; Effect Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed condition for 1 minute. As the nature of this effect still leaves your location obvious, you can't use this concealment to Hide or Sneak.

Incandescent SightMinor Gift

Fire 
Source GM Core pg. 314
Aspect fire
Activate [two-actions] (concentrate); Frequency once per day; Effect Your eyes become attuned to heat signatures as your vision extends into the infrared, granting you a heatsight precise sense for 1 minute. Your heatsight can see temperature gradients out to a range of 30 feet, allowing you to detect living creatures and warm objects even in the dark. Warm objects block your heatsight even if they are transparent, such as hot water.

Jet PropulsionMajor Gift

Fire 
Source GM Core pg. 314
Aspect fire
Activate [one-action] (concentrate); Frequency once per hour; Effect Flames from your relic channel through your body, erupting from your feet, hands, or other limbs with enough force to blast you across the ground and propel you through the air. For 1 minute, you gain a +10-foot status bonus to your Speed and gain a fly Speed equal to your new Speed or 20 feet, whichever is greater. You must end your turn on solid ground, or you fall.

Searing WaveMajor Gift

Fire 
Source GM Core pg. 314
Aspect fire
Activate [two-actions] (concentrate, manipulate); Effect You allow a portion of the fire magic housed in your relic to escape in a direction of your choice. You deal 1d10 fire damage for every 2 levels of the relic to all creatures in a 30-foot cone (basic Reflex). You can't use Searing Wave again for 1d4 rounds.

Blazing SoulGrand Gift

Fire 
Source GM Core pg. 314
Aspect fire
Fire magic suffuses your body and soul, protecting you from lesser flames and allowing you to kindle even the smallest sparks into powerful infernos. You gain fire resistance 10. The first time each hour you are targeted by a fire effect that would deal damage, you regain 1d8 HP for every counteract rank of the effect, in addition to taking the damage.

Activate [reaction] (concentrate); Trigger A creature within 60 feet is critically hit by or critically fails a save against a fire effect and is not reduced to 0 Hit Points; Effect Flames roar forth from the triggering creature, dealing 6d6 fire damage to all creatures in a 15-foot burst centered on it, including that creature (basic Reflex). You aren't affected by the activation, though your allies are. If this damage reduces the triggering creature to 0 Hit Points, it's reduced to a fine ash, though its gear remains. You can't use this activation again for 1d4 rounds.