I like that Improved Deck of Many Things, TS!
I'll post a few artifact-level items I had made for my Rhunaria campaign; only one has been used in play so far, the others haven't made an appearance yet and may just remain hidden in ancient ruins. They're mostly minor-artifact equivalent or similar; Spiritcaller may be more powerful than that, but I'm not sure yet (little in-game experience with its use so far). Fiendcutter and Spellguard are definitely on the lower end of minor-artifact power or below. Nari Glyph Relics effectively replace standard artifacts altogether in my Rhunaria campaign, though.
Intro bit from my notes
[sblock]Nari Glyph Relics
These are ancient magic items created by the nari catfolk, the original humanoid race of Rhunaria. When the nari first devised methods to create lasting magic items, they incorporated the glyphs of their written language as a focus to shape the energy, through the power of language given by the creator spirit they believed in, which made them superior to beasts. The nari used only certain materials for their magic items, special materials that contained the right alchemical, elemental, and spiritual balance to be receptive of magical forces, since the primitive nari magic could not channel the energies through materials of imbalanced nature. All nari glyph relics contain numerous, intricate patterns engraved in them, filled with particular materials to form a conduit for the magical energy to travel through the item. The glyphs of each item are part of this intricate pattern, and each relic has at least one glyph uniquely indicating its name.
Nari glyph relics that aren't made for temporary use can be very dangerous to destroy or dismantle. Destroying a permanent nari glyph relic or dismantling it (beyond just removing a few tiny pieces that aren't part of its mystic pattern) will result in its bound spirits being freed, and they will almost certainly be filled with extreme desires for vengeance against the mortal world. Such spirits will likely try to destroy anything and everything around them for several days or longer, until they finally calm down and return to the spirit world. These vengeful spirits can destroy creatures so completely that no return is possible for the victims, leaving the bodies completely obliterated, and the souls too mutilated to escape the darkest depths of the spirit world for aeons. On the other hand, nari glyph relics are magically imbued with great durability, and are thus quite hard to destroy or take apart while their spirits are still bound. Nari glyph relics have 50 extra points of hardness which cannot be reduced or ignored, 50 extra hit points that can only be overcome through damage and no other means, and an extra +20 bonus on saving throws; these defenses can only be bypassed as follows. Natural (not magically created) lava or magma will, instead of dealing its damage normally to a nari glyph relic exposed to it, reduce the relic's extra hardness by 10 points each round, until that extra hardness is eliminated, at which point the lava or magma starts dealing damage as normal. These reductions to hardness are irreversible except by someone capable of making nari artifacts, who can spend a month of work (as though making a magic item) and 1,000 gold pieces worth of appropriate materials, along with 1,000 experience points, to repair a nari glyph relic's diminished hardness and hit points. Mere proximity to natural lava or magma never has any adverse effects on a nari glyph relic, only actual contact with the natural lava or magma will affect the relic. Other than this, natural (to the plane or environment) temperatures do not seem to affect nari glyph relics.[/sblock]
Spiritcaller (warning: the most complicated in its special ability description)
[sblock]Ancient Wooden Gauntlet
Nari Glyphic Gauntlet Relic of Summoning, "Spiritcaller"
This ancient gauntlet is a rather simple collection of small wooden bands that slip over the hand, connected by thin metal chainlinks, functioning more like a brass knuckle than a gauntlet. It looks like it could be worn easily on either hand. The wooden bands are a bright golden-brown in color, with minor yellow-orange grain, while the chainlinks are pale and yellow-white in coloration. This device consists of a square wooden band that slides over the four main fingers to rest around the palm and back of the hand, attached by chainlinks to a band that slides over the fingers themselves to function like a guard or brass knuckle. A smaller, curved wooden plate extends from the other band to partially cover and protect the thumb, and light chainmail covers the rest of the hand and wrist somewhat, leaving the fingers relatively free except for the one wooden band over them. Inlaid upon the outer sides of the wooden bands, and sparsely interwoven amongst the chainlinks, are thin line-pieces and rings of smooth white stone, mottled with blue. These thin, tiny pieces of stone form contiguous patterns over the gauntlet, and adorns the top and bottom of the main wooden band in a square pictogram on either side. One pictogram appears to show a vague, serpentine creature with arms but no legs, with an odd mouth and eyes. The other seems to abstractly depict a humanoid, with a tail and pointed ears. A smaller, third pictogram adorns the thumb-covering wooden band, but this pictogram is unrecognizable. The ancient gauntlet is just a bit lighter in weight than modern versions, roughly 1-1/2 pounds.
The wooden plates are amberwillow, the inlays cloudstone, and the chainlinks electrum. Functions as per a masterwork gauntlet with a +1 magical enhancement and the defending quality. Spiritcaller does not hinder somatic spell components. Bestows the wielder with intuitive, instinctive understanding of how to use it, thus providing the wielder with proficiency in gauntlets and unarmed strikes while it is held, as well as instilling the holder with knowledge of how to activate Spiritcaller.
Spiritcaller, whenever its power is active, can draw additional vital energy for some spells cast by the wielder. This grants 1d8 temporary hit points to each creature called or summoned by the wielder's Conjuration (Calling) and Conjuration (Summoning) spells. Temporary HP are lost before other HP, but temporary HP cannot be healed once lost. Once Spiritcaller's power is no longer active, however, any remaining temporary HP from this ability of Spiritcaller are lost. These benefits do not apply to the spirit summoning ability below.
Additionally, while Spiritcaller's power is active, it has a special ability called spirit summoning, which its wielder may use. Spirit summoning draws spirits of magic to fly about and form a one-way portal to the Ghostlands, bringing a spirit creature through and then closing the portal. When the spirit summoning effect ends, the magic spirits instantly open a new portal that takes the spirit back, then closes once more. Activating spirit summoning is a standard action that provokes attacks of opportunity as the wielder focuses intently on Spiritcaller. Spirit summoning may be activated multiple times per day, but it is limited to calling a total number of hit dice each day no greater than one-half its save DC, rounded down. Calling the same creature multiple times in a day counts towards that HD total again each time it is called. Failing to call a spirit does not count towards the HD limit.
Each spirit to be called is allowed a Will saving throw, and on a successful save they are not called by that use of spirit summoning. The Difficulty Class for Will saves against spirit summoning is 15 + the level of the spell slot expended to activate Spiritcaller (described further below). Creatures to be called are also allowed to attempt resisting through Spell Resistance, if they have any, as though spirit summoning were equivalent to a spell from a 10th-level caster. Each attempt to activate spirit summoning has a separate 30% chance of failure, and if this causes the ability to fail, then the effects of spirit summoning are ended and the ability cannot be activated again for 20 minutes (200 rounds). Spirit summoning is a Conjuration (Calling) effect, and it cannot call a spirit of demigod power or greater.
The effects of each use of spirit summoning only last as long as Spiritcaller's wielder concentrates each round as a move-equivalent action (which can be interrupted as normal; treat spirit summoning as a 5th-level spell effect from a 10th-level caster for this purpose, if it matters), and spirit summoning ends as soon as the concentration does. However, concentrating on spirit summoning does not prevent the wielder from casting spells or using other abilities or items with the rest of their action for the round. No move-equivalent action of concentration is needed on the round spirit summoning is activated, but the wielder begins concentrating at that time as part of the standard action. Spirit summoning cannot be interrupted nor countered in activation, except through interrupting the wielder's concentration, and it can only be suppressed or dispelled by spells of 6th-level or higher (or anything sufficient that duplicates such effects or counts as being equivalent to a spell effect of 6th-level or higher).
When activated, it calls a type of spirit creature that the wielder is at least moderately familiar with (they must know an appropriate name for the type of spirit, such as the name 'ghaele eladrin' or the name 'tengu,' along with a reasonable idea of what such a spirit looks like, and what alignment it tends towards most often). Spiritcaller will then transport an average specimen of that spirit type to the wielder's location, appearing in a designated spot within 100 feet. Instead of calling an average member of a spirit species, the wielder of Spiritcaller may call a specific, individual spirit whom they know the name of (its actual, personal name, not any false names, or generic names, or titles). Calling a specific spirit does not require knowledge of its alignment, only knowledge of its true name and its actual, general appearance.
The designated spot must be clear enough to allow the spirit to manifest without initially sharing any spaces with other creatures. The called spirit will perform one service for the wielder, communicated mentally during the activation, which cannot be longer than 20 words. After performing that service (or once Spiritcaller's power ceases functioning, or once the wielder ceases concentrating on this ability, whichever comes first), the called spirit will be transported by Spiritcaller, back to where the spirit just came from. A service that has no defined length of time (such as, 'protect me') will continue until Spiritcaller's power ceases functioning. The spirit will attempt to fulfill the service to the best of its ability, but in a manner consistent with its nature or as closely as possible. Thus, calling a fiend to protect the wielder may have unexpectedly terrible consequences, if the wielder does not word the service carefully. If the called spirit is slain, destroyed, or otherwise removed by some other effect, the called spirit is immediately sent back to whence it came and is restored. Even breaking Spiritcaller or another magic item will not prevent the called spirit from being returned safely.
Depending on the nature of the service and its specifics, and depending on both the spirit's nature and the wielder's nature, the called spirit may or may not be angry with Spiritcaller's wielder for forcing them into service. Spiritcaller's wielder may word a service, if desired, to specify that the spirit will be sent back if the wielder does not make an agreement with them. In that case, the spirit will not perform its service (after arriving) until Spiritcaller's wielder comes to an agreement with them to provide sufficient compensation. If the two do not have an agreement after 1 minute (10 rounds), the spirit will be returned by Spiritcaller. The called spirit will be as reasonable as its nature allows when trying to discuss and agree to this.
Spirits that can be called through spirit summoning include any creature with the Spirit subtype, but not creatures that are merely animated by spirits. Incorporeal creatures could be called, but spirits that do not currently possess a creature type cannot be called (for instance, ancestor spirits, ordinary tree spirits, or the spirit of a concept or force; though Elementals can be called, spirits of other, less physical or less basic forces cannot).
As a nari glyph relic, the gauntlet's power is limited and not active for any extended period of time. Spiritcaller only functions during the spring and autumn seasons (from halfway between the winter solstice and spring equinox, to halfway between the spring equinox and summer solstice, and from halfway between the summer solstice and autumnal equinox, to halfway between the autumnal equinox and winter solstice). The gauntlet is also linked to the phases of the moon, however, and can function on the day (and night) of any full moon, and for 3 days before and after the day of the full moon. However, regardless of these, Spiritcaller will not function during any eclipse (though it can function immediately before and after the actual eclipse).
Spiritcaller's power must be invoked to activate, which takes a full-round action but does not provoke attacks of opportunity, as the user focuses on willing it to awaken, but does not need to concentrate as completely as they would when casting a spell or the like. Once activated, Spiritcaller's conduits glow faintly with blue-white light and the occasional mystic spark traveling along the conduits. Spiritcaller only stays active for 1 hour, and it can only be activated once per week. Each time Spiritcaller is activated, the wielder immediately loses one of their spell slots for the day as though it were expended in spellcasting, and takes 2 points of temporary Wisdom damage. The spell slot expended will be of the highest spell level the character can cast, from the highest-level class they possess which has spirit-based spellcasting. If they do not have such a spell slot available at the time, Spiritcaller will instead inflict 3d4 magical backlash damage to the wielder. Spiritcaller can only be activated by a creature who possesses spellcasting ability based on spirits, and Spiritcaller only functions when they wield it.[/sblock]
Fiendcutter (much simpler in its abilities)
[sblock]Ancient Stone Broadsword
Nari Glyphic Broadsword Relic of Slaying, "Fiendcutter"
This ancient sword has a dark, gray-green blade about 3 feet long and 3 inches wide, the blade also slightly thicker than that of a typical sword of steel. The blade looks like some sort of metal and it gleams silvery when viewed from a certain angle, except that the blade feels like smooth stone. The sword has a small, rectangular crossguard of adamantine, the shiny dark gray characteristic of that metal. Its handle is made of the same gray-green metallic stone, or stony metal, as the blade, the grip wrapped in a dark blue leather-like material that is always slightly warm, as though the flesh of whatever creature it came from was still alive. The pommel is a simple adamantine ring at the bottom of the hilt, holding a smooth white stone, mottled blue. All of the sword's components are engraved with intricate but simple patterns of linework, filled with what looks like a single long strand of silvery-white platinum wire that winds along from piece to piece. Both sides of the blade are engraved with two square pictograms each, filled with the same platinum wire as the rest of the blade. One side of the blade has a pictogram depicting some abstraction of a horned, winged creature, and above that an abstract pictogram of a knife or sword cutting through grasses and vines. The other side of the blade has two other abstract pictograms, but the images they depict are unrecognizable. The sword is somewhat heavy but not awkwardly so, weighing around 5 pounds.
The blade is made of sargassum, the pommel holds cloudstone, and the grip is blue dragon hide. Functions as per a masterwork longsword with a +1 magical enhancement and the bane (evil outsiders) magical quality. Also has the keen magical quality but only when striking outsiders with the Evil subtype, and it bypasses the damage reduction, fast healing, and regeneration of such creatures as though it were blessed and holy, when applicable. Bestows the wielder with intuitive, instinctive understanding of how to use it, thus providing the wielder with proficiency in longswords while it is held, and instilling the holder with knowledge of how to activate Fiendcutter.
When within 30 feet of an outsider with the Evil subtype, the wielder spontaneously feels the desire to strike it down with this sword, and feels confident they can destroy it that way. Fiendcutter gives them a sense of the Evil outsider's vileness, and points them towards the outsider in range in these situations. The wielder feels the sword strengthen when in striking range of an outsider with the Evil subtype. If many such outsiders are within 30 feet, Fiendcutter indicates the location and vileness of each, and will point the wielder towards the closest. The sword's pointing and urging is all empathic and does not impede the wielder's free will, so they can easily choose to ignore Fiendcutter's empathic sendings when desired. As a nari glyph relic, the sword's power is limited and not active for any extended period of time. Fiendcutter only functions during daylight hours, though it does not need to be exposed to the light. The sword is also linked to the phases of the moon, and will not function during the time of the new moon, for 3 days before it and 3 days after it as well.
Fiendcutter's power must be invoked to activate, which takes a full-round action but does not provoke attacks of opportunity, as the user focuses on willing it to awaken, but does not need to concentrate as completely as they would when casting a spell or the like. Once activated, Fiendcutter's conduits glow faintly with light and the occasional mystic spark traveling along the conduits. Fiendcutter only stays active for 1 minute, and it can only be activated once per day, except that any spellcaster wielding it can expend one spell slot for the day of the highest level available to them in order to activate the sword without expending that daily use (and without being limited by it). However, each spellcaster wielding it can only activate the sword once per day in this manner. Each time Fiendcutter is activated, the wielder immediately suffers 1d8 damage from magical feedback as the sword drains a tiny bit of their life-energy, not enough for a permanent loss though. Only living creatures may activate Fiendcutter.[/sblock]
Spellguard (similar to Fiendcutter in description length)
[sblock]Ancient Glass Shield
Nari Glyphic Shield Relic of Antimagic, "Spellguard"
This ancient round shield is relatively small and somewhat hemispherical, around 1-1/2 feet in diameter, but beautifully made and decorated, composed of what looks like silvery, translucent glass. Patterns of simple, elegant linework are etched into the front of the shield, filled with what looks like a single long strand of gold wire running through all the linework. These gold-filled etchings also form a trio of square pictograms at the center of the shield's front, each depicting something different with their intricate, abstract linework. One pictogram resembles a humanoid figure with light or flames around its hands, another looks like a scene of the sky, and the third appears to be a tortoise shell below a pair of hands with the palms foreward. The edge of the shield is lined in a thin rim of gleaming red metal that almost has a golden quality to it, and this lining is also criss-crossed by the golden linework. The shield's handgrip is made of the pale silvery-gold metal known as electrum, also filligreed with the golden linework. The grip is padded with a thin wrapping of ivory-colored leather, supple but tough. The shield's arm-strap is likewise made of this ivory leather-like material. The shield is very light, only about 3 pounds in weight, but feels very hard and solid.
The shield is made of argentum, the rim is orichalcum, and the grip is white dragon hide. Functions as per a masterwork small shield with a +1 magical enhancement and the ghost touch magical quality. Spellguard grants its enhancement bonus as an additional sacred bonus on saving throws against spells and effects that are equivalent to spells, both for itself and its holder. Once per day, the shield will automatically attempt to dispel the first harmful such effect that successfully affects the shield or its wielder, immediately after the effect succeeds, as per a Greater Dispelling spell from a 12th-level caster. This does not activate once per day per holder, merely once per day in total, and the shield will only dispel such an effect on a wielder if that wielder was holding the shield at the time they came under the effect. Spellguard also does not attempt to dispel instantaneous effects, only those that have non-instantaneous duration. Spellguard will instead use a Disintegration effect if applicable against the harmful effect, in cases where Greater Dispelling does not apply whereas Disintegration would. Bestows the wielder with intuitive, instinctive understanding of how to use it, thus providing the wielder with proficiency in shields and shield bashes while it is held, and instilling the holder with knowledge of how to activate Spellguard.
As a nari glyph relic, the shield's power is limited and not active for any extended period of time. Spellguard only functions while outdoors and exposed at least partially to sunlight or moonlight, so it will not function during the day if the sun is fully obscured, nor at night during a new moon or when the moon is otherwise fully obscured. It can function during eclipses, but it does not function when covered with something opaque that completely blocks its direct exposure to sunlight or moonlight.
Spellguard's power must be invoked to activate, which takes a full-round action but does not provoke attacks of opportunity, as the user focuses on willing it to awaken, but does not need to concentrate as completely as they would when casting a spell or the like. Once activated, Spellguard's conduits glow like a torch but shedding white light, and an occasional mystic spark travels along the conduits. Spellguard only stays active for 1 minute, and it can only be activated up to twice per week. However, the wielder can extend Spellguard's duration while it is active by placing a gemstone of 100-gp value or greater against the shield's handle and willing it to destroy the gemstone. Spellguard can only destroy one gemstone per day and only a mundane gemstone, with each destroyed gemstone increasing Spellguard's duration by 1 minute per 100 gp the gem was worth (only for that one use though). Each time Spellguard is activated, the holder who activated it becomes fatigued when its duration expires, or exhausted if they were already fatigued, or they fall unconscious if they were already exhausted. The fatigue, exhaustion, or unconsciousness lasts for 1 hour, as the shield must sap a bit of their mental stamina each time to help fuel its power, but the loss isn't felt until the shield has deactivated. Even creatures normally immune to fatigue feel these effects due to Spellguard's special properties and means. Creatures with no Intelligence score cannot activate Spellguard.[/sblock]
Spiritcaller's opposite, the gauntlet Spiritcrusher, is mostly complete but not quite; it's much less complicated in its special abilities, but still has one or two I need to finish detailing. It's all about banishing and weakening spirit-creatures.