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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.

Metal Gifts

Enhancing CircuitryMinor Gift

Metal 
Source Rage of Elements pg. 148
Aspect metal
Your relic is engraved with nodes and elements only visible from up close, lacking only a source of current for its machinations. You gain resistance to electricity equal to half the level of your relic (minimum 1).

Activate—Complete the Circuit [reaction] (manipulate); Trigger You are targeted by or are in the area of an electricity effect; Effect Your relic uses the triggering effect to complete its circuit. You choose which path the electricity takes down the circuit, gaining the corresponding benefit.
  • Capacitor You become electrically charged, gaining a +1 status bonus to attack and damage rolls until the end of your next turn.
  • Inductor Your resistance against electricity damage increases to the level of your relic until the end of your next turn.
  • Resistor Your relic attempts to counteract the effect. On a failure, your relic overheats, dealing fire damage to you equal to the counteract rank of the effect (or double the counteract rank on a critical failure).

Scrap ShotMinor Gift

Metal 
Source Rage of Elements pg. 148
Aspect metal
Activate [two-actions] (concentrate, manipulate) ; Effect Magnetic repulsion sends a sharp chunk of metal scrap flying from your relic. Make a spell attack roll with your relic against a target within 30 feet. The chunk deals 1d6 piercing damage for every 2 levels the relic has (minimum 1d6). If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your spell attack roll, and the target becomes clumsy 1 until the start of your next turn as the scrap adheres to the target. If your relic is made of a precious metal, the shot is also made of or coated in that metal, bypassing resistances and the like accordingly. The scrap left behind by the shot rusts or crumbles quickly and isn't worth anything if sold.

Precious AnodizationMajor Gift

Metal 
Source Rage of Elements pg. 148
Aspect metal
Activate [one-action] (concentrate) Frequency once per day; Effect For one minute, your relic is affected by a clad in metal spell of a rank equal to half the relic's level, rounded up. You can choose uncommon metals in addition to common ones.

Rail DashMajor Gift

Metal 
Source Rage of Elements pg. 148
Aspect metal
Activate [two-actions] Frequency once per hour; Effect Your relic conjures a guideway of magnets beneath you, creating a frictionless path for you to rush forward at high speeds. You Stride up to three times in a straight line. If you end your final Stride adjacent to an object or creature, you ram into it, dealing 1d12 bludgeoning damage for every 2 levels of the relic, with a basic Reflex save.

All Will DecayGrand Gift

Metal 
Source Rage of Elements pg. 148
Aspect metal
Your relic's link to the Plane of Metal tunes it in to the inevitability of rust and decay. You can cast 5th-rank rust cloud at will as an innate spell.

Activate [two-actions] (aura, concentrate) Frequency once per day; Effect Rusted flakes swirl in a cloud around you, creating a 15-foot emanation that lasts for 1 minute. You're concealed to anyone outside the cloud. An enemy that starts its turn in the cloud takes 15 slashing damage with a basic Fortitude save. If the target has the metal trait or is primarily made of metal, the damage is 30 instead. Unattended non-magical metal items within the cloud automatically become broken.