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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.

Forge Gifts

Creative SparkMinor Gift

Conjuration Fire 
Source Highhelm pg. 114
Aspect forge
Activate [two-actions] command, Interact Frequency once per day; Effect You strike the relic against a piece of flint and summon a fire wisp to assist you, which appears in an unoccupied square next to you. The fire wisp doesn't act in combat, but it can assist you while you Craft items. You gain a +1 bonus to Crafting checks involving blacksmithing and general metalworking, increasing to +2 at 9th level and +3 at 17th level. Once per day, when you roll a critical failure on a Crafting check related to blacksmithing, you get a failure instead. The wisp replaces the need for a forge while blacksmithing, but you still require other equipment and tools. The wisp remains for up to 10 minutes or until you Dismiss it. You can extend this duration by an additional 10 minutes if you feed the wisp one light Bulk worth of charcoal or firewood, or one pint of oil.

Forge WeldMinor Gift

Transmutation 
Source Highhelm pg. 114
Aspect forge
Activate [two-actions] command, Interact Frequency once per day; Effect You strike the relic against a non-magical metal object of 4 Bulk or less, repairing it. The object's edges glow white hot, and you restore 5 Hit Points to the object per level of the relic. If this repairs the item above its Broken Threshold, it is no longer broken. This ability cannot replace lost pieces or restore something that's been completely destroyed.

Work HardenMinor Gift

Abjuration 
Source Highhelm pg. 114
Aspect forge
Activate [two-actions] command, Interact Frequency once per day; Effect You strike the relic against a shield or armor made of metal, and steam pours from it like it's just been quenched. The target item hardens for 10 minutes, increasing its item bonus to AC by 1 if it's armor or its Hardness by 5 if it's a shield.

Elements of CreationMajor Gift

Air Conjuration Earth Water 
Source Highhelm pg. 114
Aspect forge; Prerequisite creative spark gift
When you activate creative spark, you can choose to summon an air wisp, a water wisp, and an earth wisp in unoccupied squares next to you, in addition to the fire wisp. Unlike a typical earth wisp, the summoned earth wisp takes the form of a small iron creature resembling an anvil crossed with a horned beetle. Like the fire wisp, these additional wisps don't act in combat but can assist you while you Craft items. While all four wisps are assisting you, the bonus you gain from creative spark is doubled, and your outcome for Crafting checks related to blacksmithing is one degree of success better than your roll. In addition, being assisted by all four wisps replaces the need for any equipment other than blacksmithing tools when crafting metal items. The wisps last for up to 10 minutes or until you Dismiss them all together as an action. If you extend the duration of the fire wisp, it also extends the duration for the other wisps.

Molten CrucibleMajor Gift

Fire Transmutation 
Source Highhelm pg. 114
Aspect forge
Activate [three-actions] command, Interact Frequency once per day; Effect You strike your relic against a weapon, armor, or shield made of metal. The item becomes red hot and, over the next 10 minutes, transforms into a different base item from the same category. This changes the item's base form while retaining its same materials, runes, and magical properties. Both base items must have an item level of 1 or less, and weapons must require the same number of hands. Specific items can't be changed in this way unless the GM expressly allows it. For example, a +2 cold iron mace can become a +2 cold iron longsword, or chain mail can become half plate, but a moonlit chain can't be affected in this way.

Living ForgeGrand Gift

Polymorph Transmutation 
Source Highhelm pg. 114
Aspect forge
Activate [two-actions] command, Interact Frequency once per day; Effect The relic is absorbed into your body, and you transform into an elemental being of red-hot steel. You gain the effects of 7th-level elemental form and use the statistics for the forge battle form below. In this form, you can re-shape your limbs into different objects, such as a blade or hammer, by using an Interact action. Changing your limbs in this way allows you to choose between bludgeoning, physical, or slashing damage.
  • Forge Speed 30 feet; fire resistance 10, weakness 5 to cold and water; Melee [one-action] forgestrike, Damage 1d10 modular; 1d4 persistent fire.