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Adjustments | Adventuring Gear | Alchemical Items | Armor | Artifacts | Assistive Items | Consumables | Contracts | Cursed Items | Customizations | Grimoires | Held Items | Intelligent Items | Materials | Other | Relics | Runes | Services | Shields | Siege Weapons | Snares | Spellhearts | Staves | Structures | Tattoos | Vehicles | Wands | Weapons | Worn Items


Air Gifts | Beast Gifts | Celestial Gifts | Death Gifts | Dragon Gifts | Earth Gifts | Fiend Gifts | Fire Gifts | Life Gifts | Mind Gifts | Plant Gifts | Shadow Gifts | Soul Gifts | Water Gifts


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.

Plant Gifts

Apothecary's GardenMinor Gift

HealingNecromancyPlant
Source Gamemastery Guide pg. 103
Aspect plant
Your relic grows potent natural medicines. Each night, two medicinal herbs (or other plants) grow from your relic and can be harmlessly harvested during your next daily preparations. A living creature that consumes an herb with an Interact action regains 1d8 Hit Points for every 2 relic levels (minimum 1d8). At 9th level, the relic grows three herbs each night, and at 17th level, the relic grows four herbs each night. Herbs wither away 1 day after being harvested.

Pollen SprayMinor Gift

EvocationPlant
Source Gamemastery Guide pg. 103
Aspect plant
Activate Two ActionsTwo Actions command, Interact; Effect Pollen and poison spores spray from your relic, dealing 1d6 poison damage for every 2 relic levels (minimum 1d6) to all creatures in a 15-foot cone (basic Fortitude save). On a critical failure, targets are also dazzled for 1 round. You can’t use Pollen Spray again for 1d4 rounds.

Sprout AllyMinor Gift

Plant
Source Gamemastery Guide pg. 103
Aspect plant
Activate Two ActionsTwo Actions command, Interact; Frequency once per day; Effect Your relic rapidly matures and animates nearby plant matter into an ally to fight by you, casting summon plant or fungus, with a level of half the item’s level rounded up. You can Sustain this Activation as you would the spell.

Grappling VineMajor Gift

PlantTransmutation
Source Gamemastery Guide pg. 103
Aspect plant
Activate Single ActionSingle Action Interact; Effect Your relic launches a sticky, multi-stranded vine at a target within 50 feet. Make an attack roll as you would when using a grappling hook, but if you roll a critical failure on the check to secure the vine, you get a failure instead. Once the vine is anchored, creatures receive a +1 status bonus to Athletics checks to Climb the vine, and they gain a +5-foot status bonus to the distance they move with a successful check while Climbing using the vine.

The vine lasts for 1 day or until you use Grappling Vine again, at which point your older vine withers.

Petal DanceMajor Gift

PlantTransmutation
Source Gamemastery Guide pg. 103
Aspect plant
Activate Two ActionsTwo Actions envision; Frequency once per hour; Effect You discorporate into a cloud of petals and leaves. This grants you the swarm trait, immunity to falling damage, resistance 5 to bludgeoning and slashing damage, and weakness 5 to area and splash damage. You can fit into spaces only a few inches wide, moving your constituent petals through the gap. You don’t gain the swarm mind ability, so you are still affected normally by mental effects. As a swarm, you can’t speak, cast spells, use manipulate actions requiring your hands, activate your magic items, or make any of your Strikes with your normal body. You remain in this form for 1 minute or until you Dismiss the activation. At 13th level, the relic gains a reaction that triggers when you fall or take damage, applying this gift’s resistances, weaknesses, and immunity to falling damage to the triggering effect.

MegafloraGrand Gift

ConjurationPlant
Source Gamemastery Guide pg. 104
Aspect plant
Activate Two ActionsTwo Actions command, Interact; Frequency once per day; Effect With a pulse of natural energy, your relic grows massive plants in an instant. The megaflora is of one of the following types, chosen by the GM when the relic gains this gift. A megaflora appears in an unoccupied 10-foot space within 30 feet and has 50 Hit Points, weakness to fire 5, 37 AC, +20 Reflex, and +30 Fortitude. It persists for 1 minute or until reduced to 0 Hit Points.
  • Corpseflower A single putrid-smelling flower grows at the target location. While the flower persists, each round at the end of your turn, all creatures in a 20-foot burst centered on the plant except you must succeed at a Fortitude save or be sickened 2 (also stunned 2 on a critical failure). This is a poison effect.
  • Thorns A 10-foot-tall thorned plant or bamboo stalk grows at the target location. While the stalk persists, each round at the end of your turn, sharp stakes erupt from the ground, dealing 6d8 piercing damage to all creatures in a 20-foot burst centered on the plant except you (basic Reflex)
  • Tree of Life A large tree bearing life-giving fruit grows at the target location. While the tree persists, living creatures within reach of the tree can use an Interact action to pick and eat one of the tree’s fruits, regaining 2d8+5 Hit Points; picking a fruit without eating it causes the fruit to instantly vanish. This is a healing effect, and a given creature can heal from the tree only once per round.