Relics and Rituals


With the increasing demand for rituals and the necessity of powering relics cleanly, new ways of storing residuum dust have been invented. Using the Enchant Item ritual it is possible to concentrate any amount of residuum into a shimmering crystal with an appearance similar to translucent hematite filled with sparkling smoke. These crystals are usually created in multiples of 5, 10, 25, 100 or 1000gp, or to fit individual relics. When used to charge a relic, a crystal is completely consumed, even if the ritual being charged requires less residuum than the crystal contains. The Enchant Item ritual can be used to fuse multiple crystals into a single higher value crystal, or to ‘make change’ by breaking a crystal into smaller shards or into pure residuum powder.

For reference, an ounce of residuum is worth 100gp, 1600gp worth of residuum weights a pound. Crystalized residuum is worth twice as much per ounce.


Much of the changes in the realm over the last 30 years have been due to the discovery of lost magical arts unknown to modern mages. With the unearthing of the dragonforged, new methods of enchantment were discovered that revolutionized warfare and industry. The ruin-delvers who flooded the land afterwards soon discovered other lost magics that have since become common throughout the realm.

Note: the rules in this section are experimental and subject to change without notice.

Relic Accessories

Relic gear is similar to traditional magic items, but takes the form of additional layers of metal, stone or wood fitted to existing items. These have the following properties:

  • Relic items cost the same as normal items of their type.
  • One relic accessory can be worn in each appropriate item slot, in addition to the normal allotment.
  • A character can use the power of an item in a slot and the relic in that slot in the same combat, though it requires a separate action to activate each item.
  • Bonuses from relic weapon and armor accessories do not stack: use the highest bonus for the slot when determining AC or attack bonuses.
  • If both the item and relic for a slot grant damage resistances, only the resistance from one item can be gained. A character can change which resistance is active during a short rest.

Charged Relics

Many of the most powerful relics unearthed from ages past are those commonly referred to as charged relics. These items are enchanted with the effect of a particular ritual, and allow that ritual to be activated on or around the item by anyone through the simple application of residuum equal to the casting cost of the ritual. Activation time varies depending on the complexity of the ritual item, from a standard action up to the full casting time of the ritual.

The cost of a charged relic is equal to a standard magic item of the same level as the ritual it reproduces.


A particularly experimental implementation of charged relic magic are items that have come to be known as “casters”. Casters use the same rules as normal charged relics, but rather than implementing a ritual, they implement an alchemical recipe, consuming sufficient residuum to pay the component cost for the item and producing it’s effects immediately. Examples would include an Alchemist’s Fire Projector, a Woundpatcher, a Lockburster, or a Kinetic Oil Dispenser. These items use the following rules:

  • Casters cost the same as a magic item of the level of the recipe they recreate.
  • Casters can be charged with residuum during a short rest, holding anywhere from 1 to 5 charges depending on level and complexity.
  • Each charge consumes residuum equaling the component cost of the item being produced.
  • Items meant to be applied to a weapon or armor are treated as relic accessories for that item slot.

The actual design of a caster varies significantly depending on the creator, and need not involve the literal creation and application of alchemical items. A caster built around the Kinetic Oil recipe, for instance, might take the form of a Kinetic Amplifier, a metal disk clamped to the head of a bludgeoning weapon that glows brightly when charged.


The increasing use of relics has led to increased interest in the rituals used to create and power them.

These new rituals represent 3e or other d20 sourced spells appropriate for use outside of combat. Nearly any spell with a non-combat use that does not modify ability scores can be turned into a ritual of a level equal to twice the spell’s original level. ST refers to the Arcana Evolved Spell Treasury.

Angel’s Redoubt (level 12, ST29) – Creates a small secure fortress complete with conjured celestial hounds that lasts a full day.
Armor Contingency (level 2, ST35) – Temporarily enchants a suit of armor so that when a predetermined event occurs the armor teleports up to 5 miles to appear on the target.
Augery (level 4, ST37) – Answers weal/woe/both/uncertain/none with 75% accuracy to a proposed course of action to take effect within a short time.

Relics and Rituals

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