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Magic Item

Notes from the Writer: Artifacts in 5E are one-of-a-kind magic items with their own origin and history. Entire campaigns pivot on the introduction of an Artifact, and certain Artifacts threaten the ‘Verse as a whole. The Dark Matter Megabox, coming to Kickstarter early next year, contains three such artifacts, providing three out-of-the-box campaign frames or adventure templates you can use in your home game. Un’s Codex has its origin in the star magic of the Avia-ra, and along with the Vestments of Ra can build a campaign of turning the most entrenched religious fervor in the ‘Verse upside down.

Un’s Codex

Wondrous Item, Artifact (Requires Attunement)

This 6-inch wide mechanical disc consists of innumerable layers of technological ephemera. At first blush, it could be a spare starship component, albeit a strange one. However, rotating one of its layers causes other layers to rotate, counter-rotate, or become locked. The disc itself is an intricate puzzle. Solving it unlocks the doors of the universe.

The disc, Un’s Codex, is composed of exotic metals of the very same type that can be found on Maw stations and within the heart of the Sepulcher Star. Like all other antediluvian relics of such make, its creation is attributed to Old Un, but its true history is lost to time.

Solving the Codex. Until the Codex is solved, you don’t gain any of its benefits by attuning to it. You can spend 8 hours while attuned to the Codex to solve part of its puzzle, unlocking one of the Codex’s
properties of your choice. These unlocked properties extend only to you; another creature that attunes to the Codex must unlock its properties to gain their benefits.

Blink Step. You can cast the spell Misty Step without a spell slot. When you cast this spell using the Codex, you can teleport to a space occupied by a creature, which makes a DC 17 Dexterity saving throw. On a failed save, the creature takes 4d6 Force damage and is pushed to the nearest unoccupied space. On a success, the creature takes half as much damage and you instead move to the nearest unoccupied space.

Extradimensional Lodge. You and up to six willing creatures within 30 feet of you that you choose are transported to a demiplane containing a rustic yet stately lodge. The lodge appears to be within a scenic, coniferous forest, but leaving the lodge teleports you back to the location from which you entered. The lodge has several floors and comfortable accommodations for dozens of individuals. It would seem that previous owners of the Codex have taken up residence here, for nonmagical weapons and equipment are stashed in a few of the rooms. Moreover, the lodge contains numerous hidden compartments and secret passages.

The lodge is attended by dozens of near-transparent servants that obey all who enter. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus, the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the lodge but can’t leave it.

Magic Resistance. You have Advantage on saving throws against spells and other magical effects.

Slip Gate. The Codex has 4 charges and regains 1 charge daily at dawn. As a Magic action, you create two 10-foot diameter circular portals at locations you choose on the same plane of existence. These locations must be known to you, or you can specify a general location, such as a particular Maw.

The portals are two-dimensional glowing rings filled with mist that blocks sight. They float inches from the ground and are perpendicular to it. Anything that travels through the front of one portal is instantly transported to the other location, appearing in the unoccupied space nearest to the front of the portal. The portals dissipate after 1 minute, or if you dismiss them on your turn (no action required).

Universal Function. You can use a Magic action using the Codex to overwrite a fundamental law of the universe in a 15-foot Emanation originating from you. You can use this ability to increase or decrease gravity in the area, to change the boiling or melting point of a particular material within the area, to increase or decrease the flow of time in the area (as per the Haste or Slow spell for all creatures within the Emanation), to make the region breathable (as per Zone of Atmosphere), or to change another fundamental law of your choice, at the GM’s discretion. If you attempt to change something that is too fundamental (such as attempting to reverse the flow of time in the area), the Codex does nothing and your action is wasted. This change lasts for 1 minute or until you use this ability again.

Destroying the Codex. Though the Codex seems to be fragile, its exotic composition makes it impervious to damage. The artifact can only be destroyed by Old Un itself, but casting it into the Sepulcher Star or any black hole will be sufficient to banish it for 1d100 years, after which time it will reappear somewhere in the ‘Verse.


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