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Archives of Nethys

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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.

Water Gifts

Lashing CurrentsMinor Gift

EvocationWater
Source Gamemastery Guide pg. 105
Aspect water; Prerequisite The relic is a weapon.
Water collects at the tip of your relic. You can adjust your grip on your relic with an Interact action to allow you to make lashing current weapon Strikes with your relic, which deal 1d4 bludgeoning damage; have the disarm, finesse, reach 10, trip, and versatile S traits; and are in the flail group. Your lashing current Strikes gain the benefit of your relic’s fundamental and property runes, though any property runes that would not be applicable to the lashing currents are not applied. You can use another Interact action to return to your normal grip and make Strikes with the relic.

Monsoon CurtainMinor Gift

AirConjurationWater
Source Gamemastery Guide pg. 105
Aspect water
Activate command, envision; Frequency once per day; Effect You call down a curtain of violent rain in a location within 120 feet. The wall is 5 feet thick, 30 feet long, up to 30 feet high, and lasts for 1 minute. The wall stands vertically, but you can shape its path. The wall has the following effects.
  • If a fire effect crosses through the wall, it either uses the outcome one degree of success worse than the result of its attack roll or its targets use the outcome one degree of success better than the result of their saving throw, as appropriate.
  • Creatures with a weakness to water that cross the wall or start their turn in the wall take damage equal to their weakness.
  • The wall imposes a –2 status penalty to Perception checks to sense creatures or objects on the other side.

Tidal CrashMinor Gift

EvocationWater
Source Gamemastery Guide pg. 105
Aspect water
Activate command, envision; Frequency once per day; Effect Your relic spews forth a dense sphere of water. Make a spell attack roll against a target within 30 feet. On a success, you deal 2d10 bludgeoning damage plus 2 bludgeoning splash damage. At 3rd level and every 2 levels thereafter, increase the initial damage by 1d10 and the splash damage by 1.

Bottomless ReservoirMajor Gift

ConjurationExtradimensionalWater
Source Gamemastery Guide pg. 105
Aspect water
Activate Interact; Effect Your relic can absorb and release water, storing it in a endless reservoir. You either touch your relic to an adjacent body of water and absorb 1 gallon of it into the reservoir, or you release 1 gallon of a liquid from the reservoir. You can add another action to the activation to absorb water from a touched creature made entirely of water, like a water elemental. If you do, it takes 1d6 damage per relic level (basic Fortitude save).


Activate Interact; Frequency You are targeted by an acid or water effect; Effect Your relic attempts to counteract the effect, expending 1 gallon of stored liquid. At the GM’s discretion, you can use this ability on effects made of other liquids, such as blood.

Flowing FootstepsMajor Gift

TransmutationWater
Source Gamemastery Guide pg. 105
Aspect water
Your relic ensures no water impedes your movement. You gain the effects of the water walk spell, and the ability to breathe water. You also gain a swim Speed equal to your Speed or 15 feet, whichever is higher.

Ripples and WavesGrand Gift

Water
Source Gamemastery Guide pg. 105
Aspect water
You become attuned to the ebb and flow of all things. You gain wavesense 60 as a precise sense and can cast 5th-level hydraulic push at will as an innate spell.

Activate command, envision; Frequency once per day; Effect Ankle-deep water floods outward from you, filling a 60-foot emanation centered on you for 1 minute. Enemies within the area without a swim Speed treat the area as difficult terrain for movement on land. While the effect persists, you can have any water effects you generate originate from any point within the emanation, in addition to their normal range and area.