Well it has been a long time since I have worked on this topic a bit more, but until I get a clear message to start a new topic instead I guess I'll just be reviving this forever. I enjoy this suggestion topic the most so I don't think I will ever abandon it.
Anyhow so I think I may be going as generic as humanly possible to get some utilitarian artifacts. I work by momentum and shifting moods so I think the original creativity I created this thread in is gone, but I don't mind since it is by far my favorite suggestion topic.
Alright I saved the above and started working on this again. I erased the boring effects that are likely doubled. I wish I still had spell check so I appologise for any spelling mistakes I make. Wow I think I have quite a few doubles here.
Anyhow
Generic Artifact Effects
-Title: The holder/owner/protector of the artifact earns a title that accomidates the artifact.
--This refers to a game mechanic rather then an actual effect.
-Organic: The artifact otherwise appears to be living, images move and wood appears barklike.
-Ascension: The Owner (or creator) will ascend to the heavens/godhood once a condition has been met (such as death)
-Death Bind: If possession of the artifact should pass from one person to another then the previous owner will instantly die.
-Simple: The artifact harnesses efficiant and simple design that will appear ordinary to all those without the eye for detail.
-Degeneration: The artifact appears to degenerate over time but without any sort of penelty. Rotten artifact chairs are just as comfortable as the day they were made.
-Sweet Smell: The artifact emits sweet smells like flowers, cookies, or pine. This is more of a descriptor then an effect.
-Finder: Some artifacts can never truely be lost. If tossed into a Volcano, Bottomless pit, or bottom of the ocean it will without fail find another master.
-Lost: Some artifacts can never truely be kept. If the artifact loses its owner or becomes lost it travels to another location likely to never be seen again.
-Beacon: The artifact emits a pillar of light for everyone to see. This light in fact comes from the sky and radiates down onto the artifact in question.
Weapons (Melee)
-Shifting Weight: The Weapon has an increased weight for damage purposes only. It could allow devistating megaton strikes with a mace.
-Innocent: The weapon refuses to strike anything but attackers. It can physically stop attacks, fly out of your hand, or apply equal damage to holder as they do to the target.
-Phantom Hold: The weapon may continue to be held even after a creature has lost their hand.
-Progenitor Strike: The kin of those slain develop a disease that may slay all of them. If it is a creature that has a creator then it harms that creator.
-Foe Wails: The weapon emulates the voice of those destroyed by it and screach out threats, screams, and wails of its previous victums.
-Homewrecker: The weapon can cut the victum's links to those they care about as easily as it does flesh. For every strike someone who knows the victum will completly stop caring for them.
-Heavenly Diplomacy: Anyone destroyed in the name of the god this artifact is devoted to will be completely immune to the wraph of an enemy god.
-Unpredictable: The weapon doesn't follow the swings of the weilder giving it an erratic almost random pattern making it very difficult to block. Unfortunately it makes it almost incapable of parrying. Unpredictable weapons also are harder to weild, a weapon the wielder is barely capable of holding will easily slip out of their hands or harm the weilder.
-Great Hero: When called upon the weapon overrides the weilders senses and takes control weilding itself with great ability and control until all enemies have fallen. It should be said that these artifacts tend to value victory over self-preservation.
--This effect is also great for Armor
-Exemplar: The weapon is considered the perfection of design, if used as a template any weapons made in its style the
-Soft Bonus: Some materials just shouldn't be used for weapon making, these weapons however defy such
-Teacher: The Artifact comes with its own style which it bestows onto its owner should they practice with it.
-Combat Mastery: The Artifact teaches the holder the ins and out of combat. In addition to whatever skill the artifact uses it also teaches other combat skills such as punching, kicking, grabbing, throwing, and other unrelated skills. This could be represented by a voice eminating from the weapon or wisdom spontaniously learned by the holder.
-Child Bearer: Those Slain with this artifact become children, if they cannot be children they simply die, who are loyal to their new father/mother. They lose their memory and skills however but for all intents and purposes they are the bearer's children.
-Cupid: The weapon/arrow does no damage instead it forges a relationship between the bearer and the victum. Eventually the victum will fall hopelessly inlove with the bearer, if the victum of this effect has yet to be harmed by the bearer then they will stop attacking as well.
Shoes
-Flaming Wake: The Shoes emit burning flames and may percist for a time after.
-Ice Wake: The Shoes are freezing cold and turn water to ice as you walk near it, it is cold enough to even harm unprotected individuals around them or protected individuals who walk dirrectly into its icy wake.
-Grass Walker: As long as the wearer has their feet planted squarely on grass they will be seen by all others as a harmless tree.
-Sensative shoes: Anything around the wearer that walks on the ground can be sensed. It cannot identify it.
-Faster and Faster: The wearer runs faster and faster for as long as they may run in a single dirrection.
Cloak:
-Disguise of Age: The Cloak allows the user to shift to any stage of life with all the bonuses and penelties this would bring. As an added bonus hatched creatures can even chose to become reborn removing any and all pernament injuries and scars. There is a danger however, any shift to an age of baby or earlier carries the risk of pernament amnesia, this counts as a Game Over in adventure mode.
-Disguise of Death: The Cloak allows you to guise yourself as the last creature you slain. Assuming no one knows they are dead the bearer can even live out their lives as the diseased.
-Disguise of Gender: Yeah yeah yeah
-Perfected Cloak: This cloak is perfect in design. No one can identify the person wearing this cloak, as well no liquid may ever touch the flesh of the one wearing it.
-Deflection: The cloak can keep projectiles out as easily as it does the rain. It is very likely to deflect projectiles that come from behind.
-Disguise of Majesty: Those who don the cloak of majesty are seen by others as wearing only the most expencive and lucrative of clothing even if it would be impractical or impossible. Examples would include shirts of spun gold studded with Saphire.
-Disguise of Poverty: The cloak allows the user to guise himself in poverty. His clothes become that of peasant folk all moldy and worn. This is even powerful enough to disguise expencive armors.
-Disguise of Stupidity: While worn people see your every move and every vowel as incredably stupid. This would seem like a disadvantage, and in many ways it is, however it also has the effect of making it difficult for others believe you did anything requiring intelligence or skill such as an assasination.
-Disguise of Professionalism: While wearing the cloak you may chant the profession you wish to emulate and everyone will see you as if you were a member of that profession. This also works for Royalty but it cannot disguise one as a specific person making it dangerous to attempt.
-Disguise of Shadows: The wearer becomes like the shadows. Anytime the user is surrounded by darkness they become almost invisable. As well it is impossible to identify the person wearing this cloak in any condition.
Gloves/Guantlets:
--Gloves/Guantlets can have weapon effects as well
-Competency: Anyone wearing these gloves are considered competent in anything they do that involved hands. It doesn't affect their true skill however.
-Dream Grabber: You can put your hand into someone's head and pull out a dream or nightmare in physical form. As with other artifacts of this type it doesn't need to be appropriate to its original form, a nightmarish Fly can be much larger and formidable then an ordinary one.
-Voice Grabber: If you make a successful grapple onto someone's throat you may pull their voice out. Voices need to be stored in glass or gem containers or else they return with a loud scream. Voices can also be exchanged.
-Memory Grabber: If you grapple someone's head you can either take their happyness or their sorrows with obvious effects. Along with the benefits of forcing someone to tantrum these memories can also be sold and used to give other people possitive or negative memories.
-Skill Stealer: You may pull out a bit of someone's skill dirrectly from their brain, you have little control over what comes out, this gives you a boost in whatever skill you happened to pull out assuming it is greater then your own. This causes brain damage and those who suffer it do not live long.
-Friend Stealer: You may pull the friendship or compansionship from an enemy's heart, they must have a heart for this to work, instantly severing the relationship. You may then apply it to someone else, likely yourself.
-Hand Protector: The glove protects the wearer from harm by anything they hold including enemies in grapples or artifacts that curse the wielder.
-Robbing: When the wearer steals from someone it creates a temporary duplicate in its place that shatters after a few minutes. This duplicate is perfect.
-Robbing Blind: If you suffer a pernament disability that an enemy does not you may instead inflict it upon them to cure yourself. You can cure lost limbs and organs but not injuries or illnesses.
-Robbing Blind +: You may steal limbs and organs from an enemy and transplant them into yourself, as well you may remove your own limbs.
-Theft: The gloves can steal objects from individuals that they do not have on them at the time such as coins or furnature.
-Heart Throb: The Gloves can rip the heart out of an individual. Instead of dying they instead become eternally loyal to the one who holds their heart. This heart isn't their true heart but a grewsome representation. Should the heart be destroyed they develop an irrational hatred of the one who stole their hearts.