Adjustments
Adventuring Gear
View all assistive items.
Assistive Items
View all types of contracts.
Contracts (4)
Cursed Items
View all types of customizations.
Customizations (5)
Intelligent Items
View all types of services.
Services (6)
View all types of shields.
Shields (3)
Siege Weapons
Spellhearts
View all types of wands.
Wands (3)
View all types of worn items.
Worn Items (5)

All Equipment
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.

Mind Gifts

Linguistics NexusMinor Gift

DivinationMental
Source Gamemastery Guide pg. 102
Aspect mind
Your relic grants you a powerful neural plasticity, and as a result, you can learn languages more easily. You learn an additional language of your choice for every 2 levels of the relic (minimum 1). You can retrain one of the languages from the relic with only a single week of downtime.

RecalculateMinor Gift

DivinationMental
Source Gamemastery Guide pg. 102
Aspect mind
Activate ReactionReaction envision; Trigger You fail an attack roll; Effect Analysis of angles, probabilities, and myriad other factors flows from your relic into your mind after you miss an attack, preparing you for the next one. You gain a +1 circumstance bonus to your next attack roll against the target you missed, as long as it is made before the beginning of your next turn.

Repository of KnowledgeMinor Gift

DivinationMental
Source Gamemastery Guide pg. 102
Aspect mind
Your relic is imbued with the psychic impressions of ages past. While the relic is on your person, you are trained in 3 additional Lore skills of the GM’s choice that fit the relic’s history, decided at the time of gaining this gift. If the relic is 9th level, you instead have expert proficiency in these Lore skills, and if the relic is 17th level, you have master proficiency in these Lore skills.

Perception FilterMajor Gift

DivinationMental
Source Gamemastery Guide pg. 102
Aspect mind
Activate Two ActionsTwo Actions envision; Frequency once per day; Effect Your relic reaches into the minds of nearby creatures and blocks your presence from their perceptions. For the next 10 minutes, a creature that enters a 120-foot-radius emanation, centered on you, must attempt a secret Will save, after which the creature is then temporarily immune for 1 day.

Critical Success The creature is unaffected.
Success The creature takes a –2 status penalty to Perception checks to Seek or otherwise detect you.
Failure You filter all of the creature’s senses, making it difficult for it to notice you. When you are hidden or undetected from the creature, it doesn’t observe you as soon as you do anything other than Hide, Sneak, or Step. If it rolls a Perception check to Seek or otherwise detect you, it gets the outcome one degree of success worse than what it rolled, and if you roll a Stealth check to Hide, Sneak, or otherwise escape its attention, you get the outcome one degree of success better than what you rolled against the creature. If you use a hostile action toward the creature, the effect ends for that creature after your hostile action is completed.
Critical Failure As failure, but the effect doesn’t end for that creature if you use a hostile action against it.

Psychic ScreamMajor Gift

DivinationMental
Source Gamemastery Guide pg. 103
Aspect mind
Activate Two ActionsTwo Actions envision; Effect Your thoughts build before spilling forth in a powerful telepathic scream. Enemies within a 20-foot-radius burst centered on you must attempt a basic Will save or take 1d10 mental damage for every 2 levels of the relic. On a critical failure, they are also stupefied 1 for 1 minute.

Mental BastionGrand Gift

Mental
Source Gamemastery Guide pg. 103
Aspect mind
Your relic takes over some of your mental processes and enhances others. You gain telepathy; if you already have telepathy, you instead increase its range by 30 feet. Whenever you would become stupefied, reduce the value by 1. You are permanently quickened and can use the additional action to Recall Knowledge.