Relic Gifts: H

5 relic gifts, from Healing Wave to Holy Light.

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Healing Wave · Heat Haze · Heaven's Grace · Holy · Holy Light

Healing Wave

MINOR GIFT

healing necromancy positive 

Aspect life

Activate [>>] envision; Frequency once per hour; Effect You release a wave of positive energy in a 15-foot cone. You and each living target in the area regain 1d4 HP per level of the relic.

Gamemastery Guide, page 102.

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Heat Haze

MINOR GIFT

abjuration fire 

Aspect fire

Your relic's heat keeps the air around you pleasantly warm. While you are holding or wearing the relic, it protects you from severe environmental cold. At 9th level, it also protects you from extreme cold, and at 17th level, it protects you from incredible cold. At 4th level, the relic also gains the following activation.

Activate [>>] command, envision; Frequency once per day; Effect Your relic erratically elevates the air temperature around you, creating heat shimmers that distort your appearance and grant you the concealed condition for 1 minute. As the nature of this effect still leaves your location obvious, you can't use this concealment to Hide or Sneak.

Gamemastery Guide, page 101.

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Heaven's Grace

MINOR GIFT

abjuration 

Aspect celestial; Prerequisites The relic is a worn item.

The heavens protect you from harm. While wearing the relic, you gain a +1 status bonus to AC against attacks by fiends and resistance to an energy type corresponding to the relic's celestial origin (such as sonic resistance from a choral angel). The resistance is equal to half the relic's level (minimum 1).

Gamemastery Guide, page 98.

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Holy

MAJOR GIFT

evocation good 

Aspect celestial; Prerequisites The relic is a weapon.

The relic gains the holy rune.

Core Rulebook, page 584.

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Holy Light

MAJOR GIFT

evocation good 

Aspect celestial

Activate [>>] command, Interact; Effect Your relic shines with holy light. This creates bright light in a 30-foot emanation around the item. Evil creatures in the area are frightened 1, and can't lower their frightened value below 1 as long as they remain in the light. Fiends in the area increase any weakness to good damage they have by 5. You can Sustain this Activation for up to 1 minute.

Gamemastery Guide, page 98.

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