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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.

Time Gifts

Borrow TimeMinor Gift

Transmutation 
Source Treasure Vault pg. 200 1.1
Aspect time
Activate [two-actions] command, Interact ; Effect You point the relic at a creature within 30 feet, imbuing it with urgency. The creature gains the quickened condition for 1 round. After the condition ends, the creature is slowed 1 for 1 round and temporarily immune to this gift until you next perform your daily preparations.

Sands of the HourglassMinor Gift

Necromancy 
Source Treasure Vault pg. 200 1.1
Aspect time; Prerequisite The relic is 5th level or higher.
Activate [two-actions] command, Interact Frequency once per hour; Effect You target one creature within 30 feet, temporarily imposing the decrepitude of time on it. The target must attempt a Fortitude saving throw. The clumsy and enfeebled conditions last 1 minute.

Critical Success The target is unaffected.
Success The target becomes clumsy 1 and enfeebled 1.
Failure The target becomes clumsy 2, enfeebled 2, and drained 1.
Critical Failure The target becomes clumsy 3, enfeebled 3, and drained 2.

PrecognitionMajor Gift

Divination Prediction 
Source Treasure Vault pg. 200 1.1
Aspect time
Activate [reaction] envision Frequency once per day; Trigger Your turn starts; Effect You analyze diverging time streams to determine the best course of action. Resolve two turns as if they occurred, then choose which one happens. The other does not occur.

Temporal PulseMajor Gift

Transmutation 
Source Treasure Vault pg. 200 1.1
Aspect time
Activate [two-actions] command, envision Frequency once per day; Effect You make time shudder around you, stealing it from enemies and granting it to allies. Creatures of your choice within 30 feet must attempt a Will save. For each creature you render slowed with this gift, you can render one ally within 30 feet, including you, quickened for 1 round.

Success The creature is unaffected.
Failure The creature is slowed 1.
Critical Failure The creature is slowed 2.

Time JumpMajor Gift

Transmutation 
Source Treasure Vault pg. 200 1.1
Aspect time
Activate [one-action] command Frequency once per day; Effect Your relic casts time jump on you to your specifications.

Time ReversalGrand Gift

Divination 
Source Treasure Vault pg. 200 1.1
Aspect time
Activate [one-action] command Frequency once per day; Effect The relic casts time beacon on you.