Relic Gifts.json 7.4 KB

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  3. "Chapter 2: Tools\r\n",
  4. "Relics"
  5. ],
  6. "breadcrumbs_spa": [],
  7. "category": "rules",
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  10. "markdown": "<title level=\"1\" right=\"Rules\">[Relic Gifts](/Rules.aspx?ID=1104)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\nGifts 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.\n\n 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.\n\nA list of all relic aspects and gifts can be found [here](/equipment/relics).\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\r\n\r\n<aside>\r\n<title level=\"2\" noclass=\"true\" icon=\"\">Runes as Gifts</title>\r\n\r\nYou can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the [Table 2–22](/Rules.aspx?ID=1101). If you're using the player-driven relics variant, it's recommended you do not include this option. \n\n<title level=\"3\" right=\"\">Air</title> **Armor (Major)** _[energy-resistant](/Equipment.aspx?ID=283)_ or _greater energy-resistant_ (cold or electricity), _[_invisibility_](/Spells.aspx?ID=164)_; **Armor (Grand)** _[ethereal](/Equipment.aspx?ID=284)_<br /> **Weapon (Minor)** _[returning](/Equipment.aspx?ID=301)_; **Weapon (Major)** _[dancing](/Equipment.aspx?ID=293)_, _[shock](/Equipment.aspx?ID=303)_, _[thundering](/Equipment.aspx?ID=306)_; **Weapon (Grand)** _greater shock_, _greater thundering_ \n\n<title level=\"3\" right=\"\">Celestial</title> **Weapon (Major)** _[anarchic](/Equipment.aspx?ID=290)_ (azata-themed), _[axiomatic](/Equipment.aspx?ID=291)_ (archon-themed), _[holy](/Equipment.aspx?ID=299)_ \n\n<title level=\"3\" right=\"\">Death</title> **Weapon (Minor)** _[ghost touch](/Equipment.aspx?ID=297)_, _[wounding](/Equipment.aspx?ID=309)_ \n\n<title level=\"3\" right=\"\">Earth</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (acid); **Armor (Major)** _[fortification](/Equipment.aspx?ID=285)_; **Armor (Grand)** _greater fortification_<br /> **Weapon (Minor)** _[shifting](/Equipment.aspx?ID=302)_ \n\n<title level=\"3\" right=\"\">Fiend</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (acid, cold, or fire)<br /> **Weapon (Major)** _anarchic_ (demon-themed), _axiomatic_ (devil-themed), _[unholy](/Equipment.aspx?ID=307)_ \n\n<title level=\"3\" right=\"\">Fire</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (fire)<br /> **Weapon (Minor)** _[flaming](/Equipment.aspx?ID=295)_; **Weapon (Major)** _greater flaming_ \n\n<title level=\"3\" right=\"\">Life</title> **Weapon (Minor)** _[disrupting](/Equipment.aspx?ID=294)_; **Weapon (Major)** _greater disrupting_ \n\n<title level=\"3\" right=\"\">Mind</title> **Armor (Minor)** _[glamered](/Equipment.aspx?ID=286)_; **Armor (Major)** _invisibility_ \n\n<title level=\"3\" right=\"\">Plant</title> **Weapon (Minor)** _shifting_ \n\n<title level=\"3\" right=\"\">Shadow</title> **Armor (Minor)** _[shadow](/Equipment.aspx?ID=288)_; **Armor (Major)** _greater shadow_; **Armor (Grand)** _ethereal_, _major shadow_ \n\n<title level=\"3\" right=\"\">Water</title> **Armor (Minor)** _energy-resistant_ or _greater energy-resistant_ (cold or fire), _slick_; **Armor (Major)** _greater or major slick_<br /> **Weapon (Minor)** _shifting_\r\n</aside>\r\n\r\n<document level=\"2\" id=\"rules-1105\" />",
  11. "name": "Relic Gifts",
  12. "next_link": {
  13. "label": "Artifacts",
  14. "url": "/Rules.aspx?ID=1106"
  15. },
  16. "previous_link": {
  17. "label": "Making Relic Seeds",
  18. "url": "/Rules.aspx?ID=1103"
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  20. "rarity": "common",
  21. "release_date": "2020-02-26",
  22. "resistance": {},
  23. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>\r\n\r\nChapter 2: Tools\r\n/ Relics\r\n</additional-info>",
  24. "source": [
  25. "Gamemastery Guide"
  26. ],
  27. "source_raw": [
  28. "Gamemastery Guide pg. 96"
  29. ],
  30. "source_category": "Rulebooks",
  31. "source_markdown": "<row gap=\"tiny\">[Gamemastery Guide](/Sources.aspx?ID=22) pg. 96</row>",
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  33. "text": " Relic Gifts Source Gamemastery Guide pg. 96 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. A list of all relic aspects and gifts can be found here. Runes as Gifts You can substitute runes for gifts. If you choose to allow property runes on the relic, you'll want them to take up rune slots. Otherwise, you can give as many or few as you prefer, just like any other gifts. Runes are sorted into minor, major, and grand categories, but you should use their normal level and Price when you adjust treasure, instead of the number and levels on the Table 2–22. If you're using the player-driven relics variant, it's recommended you do not include this option. Air Armor (Major) energy-resistant or greater energy-resistant (cold or electricity), invisibility ; Armor (Grand) ethereal Weapon (Minor) returning ; Weapon (Major) dancing , shock , thundering ; Weapon (Grand) greater shock , greater thundering Celestial Weapon (Major) anarchic (azata-themed), axiomatic (archon-themed), holy Death Weapon (Minor) ghost touch , wounding Earth Armor (Minor) energy-resistant or greater energy-resistant (acid); Armor (Major) fortification ; Armor (Grand) greater fortification Weapon (Minor) shifting Fiend Armor (Minor) energy-resistant or greater energy-resistant (acid, cold, or fire) Weapon (Major) anarchic (demon-themed), axiomatic (devil-themed), unholy Fire Armor (Minor) energy-resistant or greater energy-resistant (fire) Weapon (Minor) flaming ; Weapon (Major) greater flaming Life Weapon (Minor) disrupting ; Weapon (Major) greater disrupting Mind Armor (Minor) glamered ; Armor (Major) invisibility Plant Weapon (Minor) shifting Shadow Armor (Minor) shadow ; Armor (Major) greater shadow ; Armor (Grand) ethereal , major shadow Water Armor (Minor) energy-resistant or greater energy-resistant (cold or fire), slick ; Armor (Major) greater or major slick Weapon (Minor) shifting ",
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