Spelljammer
Bound Relic
Bound Relic Talent

The character possesses a magical item that is mystically linked to them. At Rank 1, the relic is a +1 equivalent item (weapon, armor, shield, ring, staff, etc.). As the character gains ranks in Bound Relic, they earn Relic Points (RP) that may be spent to unlock abilities. Unused points may be saved.

The player will need to come up with some story about the item. How did they acquire it? Is it something that has been handed down in their family for generation? Is it something that a mentor found and gifted to a favorite apprentice? Is it something that a cleric gained as a result of the formal rites that consecrated them as a cleric?

The story need not be overly complex (though it can be). Nor must it be overly long.

Max rank with Bound Relic is equal to overall level.

Relic Point Progression
Talent Rank
Points
Gained
Total
Points
1
1
1
2
1
2
3
1
3
4
1
4
5
3
7
6
1
8
7
1
9
8
3
12
9
1
13
10
4
17
11
1
18
12
4
22
13
1
23
14
1
24
15
6
30


Ability Tiers
Tier
Minimum Rank
Minor
1
Moderate
5
Major
10
Legendary
15
Many Moderate abilities require a related Minor ability.
Many Major abilities require a related Moderate ability.

Minor Abilities
Cost generally 1-2 RP.

Ability
Cost
Description
Detect Magic
1
Detects presence of magic within MA feet. Binary only. Duration is (MA x 5) minutes. Twice per day.
Detect Life
1
Detects living creatures within MA feet. Twice per day for (MA x 5) minutes.
Detect Undead
1
Detects undead within MA feet. Duration is (MA x 2) rounds. Twice per day.
Light
1
Item glows as a torch. This can be invoked at any time with a command word. A different command word turns it off. It will also turn off if the item leaves the possession of the owner for more than 5 minutes.
Concealable
1
Item may be hidden unnaturally well. +20 to conceal.
Returning
2
Thrown weapon returns next round.
Feather Touch
1
Item weighs virtually nothing.
Durable
1
Cannot be damaged by ordinary means.
Alertness
1
Grants +5 to initiative.
Warding
1
+1 saving throw vs one chosen category.
Sure Grip
1
Cannot be disarmed except by magical means.
Language Sense
1
Once per day translates a short inscription.
Night Sight
1
Grants low-light vision while carried.
Warmth
1
Protects from mundane cold.
Sustenance
2
User requires half food and water.
Direction Sense
1
Always knows north.
Silent Command
1
Item responds to mental commands.
Assist Casting
2
+2 to all cast chance rolls

Moderate Abilities
Cost generally 2-4 RP.
Unlocked at Rank 5.
Ability
Cost
RequiresDescription
Improved Detect Magic
2
Detect MagicSame as Detect Magic but reveals magic strength (1-10 scale) and can be used three times per day.
Detect Alignment
2
Detect MagicDetects moral taint and supernatural corruption.
Darkvision
2
Night SightSee normally in darkness.
Resist Fire
3
Resist 5 points fire damage.
Resist Cold
3
Resist 5 points cold damage.
Resist Lightning
3
Resist 5 points electrical damage.
Healing Touch
3
Heal Rank HP once/day.
Levitation
3
Levitate for MA rounds/day.
Water Breathing
3
1 hour/day.
Ghost Touch
3
Interacts normally with incorporeal creatures.
Keen Edge
3
WeaponIncreased critical range.
Deflect Missiles
3
Shield/ArmorOnce/round reduce missile damage.
Telepathic Bond
4
Silent CommandCommunicate mentally with wielder.
Aura Sense
2
Detect LifeDistinguish creature types.
Shadow Cloak
3
Concealable+20 stealth.
Relentless
3
AlertnessImmune to surprise.
Mage Power
3
+2 spell points

Major Abilities
Cost generally 4-7 RP.
Unlocked at Rank 10.
Ability
Cost
RequiresDescription
Flaming
5
+1d6 fire damage.
Frost
5
+1d6 cold damage.
Shock
5
+1d6 lightning damage.
Holy
6
+2 damage vs evil creatures.
Unholy
6
+2 damage vs good creatures.
Spell Storing
6
Holds one spell.
Greater Healing
5
Healing TouchHeal Rank × 2 HP daily.
True Seeing
6
Improved Detect MagicSee through illusions.
Flight
6
LevitationFly MA minutes/day.
Ethereal Step
6
Ghost TouchPass through solid objects briefly.
Life Ward
5
Detect LifeImmune to level drain.
Guardian Aura
5
WardingAllies within 10 feet gain +1 saves.
Banishing Strike
7
Holy/UnholyExtraplanar creatures save or retreat.
Spell Resistance
7
Detect MagicResist hostile spells.
Invisibility
6
Shadow CloakMA rounds/day.
Blink
6
Telepathic BondShort-range teleport.

Legendary Abilities
Unlocked only at Rank 15

Ability
Cost
Examples
Intelligence
5
Item gains INT, personality, and persona
Greater Intelligence
8
Plane Shift
8
Resurrection
10
Dragon Slayer
8
Undead Bane
6
Kingmaker Aura
8
Allies within 30 feet gain +10 saves against fear, and +1 initiative
Time Sight
8
Once per week view an important event from the past
Soul Guard
8
Wearer cannot have soul trapped or destroyed
Artifact Breaker
10


Enhancement Bonus Progression

Talent Rank
Enhancement
1-4
+1
5-10
+2
11-15
+3
16+
+4