8 relic gifts, from Lashing Currents to Living Storm.
Lashing Currents · Life Everlasting · Lightning Storm · Linguistic Nexus · Little Helper · Living Death · Living Statue · Living Storm
MINOR GIFT
Aspect water; Prerequisites The relic is a weapon.
Water collects at the tip of your relic. You can adjust your grip on your relic with an Interact action to allow you to make lashing current weapon Strikes with your relic, which deal 1d4 bludgeoning damage; have the disarm, finesse, reach 10, trip, and versatile S traits; and are in the flail group. Your lashing current Strikes gain the benefit of your relic's fundamental and property runes, though any property runes that would not be applicable to the lashing currents are not applied. You can use another Interact action to return to your normal grip and make Strikes with the relic.
Gamemastery Guide, page 105.
GRAND GIFT
Aspect life
Gamemastery Guide, page 102.
MAJOR GIFT
Aspect air
Gamemastery Guide, page 96.
MINOR GIFT
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.
Gamemastery Guide, page 102.
MINOR GIFT
Aspect fiend
Your relic awakens to sapience, developing a personality (usually one that clashes with your own). Your relic has an alignment corresponding to the type of fiend associated with the item, precise vision and imprecise hearing each out to 30 feet, the ability to understand and speak one language you know, and Intelligence, Wisdom, and Charisma modifiers of +0. Your item's total Perception and Will modifiers are equal to your proficiency modifiers in Perception and Will, respectively. It is trained in the Lore associated with its fiend type (such as Demon Lore), for a total modifier of 2 + the relic's level. Unlike most intelligent items, the relic has no actions or reactions and can't use any of its own activations.
Gamemastery Guide, page 100.
MINOR GIFT
Aspect death
You stand on the threshold between the living and the dead. If you attempt a saving throw against an effect that would deal negative damage to you, such as harm, your outcome is one degree of success better than what you rolled. If you roll a critical success and the effect is capable of healing undead, you regain HP equal to half the spell's full damage. Any positive spell or effect that would heal you has only half the normal effect. All these effects apply only if you are a living creature.
Gamemastery Guide, page 98.
GRAND GIFT
Aspect earth
Your relic's energies have given you control over the boundary between flesh and stone. You can cast 6th-level flesh to stone and stone to flesh as innate spells, each once per day. As long as you are standing on the earth, your body reflexively petrifies at the moment you are struck, granting you resistance 5 to physical damage (except adamantine). This increases to 8 in caves or subterranean environments.
Gamemastery Guide, page 100.
GRAND GIFT
Aspect air
The relic grants you a fly Speed equal to your Speed or 60 feet, whichever is greater. In addition, a creature that Strikes you with a melee attack takes 5 electricity damage, and you can cast 5th-level lightning bolt as an innate spell.
Gamemastery Guide, page 96.