The Fragments of Creation
History
Section titled “History”The Fragments of Creation are a collection of artifacts of jagged crystal with immense magical influence and possibly limitless potential. The origin of these stones is unknown as they predate The Reconstruction and all attempts to divine their history have failed thus far. Prior to The Cataclysm, the stones have a storied past of being used by many sides throughout the God Wars and were a key part of the escalation of force that lead to the Tarrasque rending Terra in twain.
Since then, all but the Soul Stone have been closely guarded secrets kept by the Divines and their keepers until recent events instigated by Eldaar lead to a group of mortals known as the Phoenix Chryseum to learn of and pursue the stones in an effort to save the world from Divine Unity.
Characteristics
Section titled “Characteristics”Each fragment is dark, jagged crystal approximately 3-inches in length with a mote of intensely burning magical energy within. Though small, and potentially overlooked at a glance, peering into the crystal reveals the magical inferno burning under the surface and an infinite depth of possibility underneath, from which the flame burns.
The fragments of creation each possess a force of will within which is an avatar or manifestation of philosophical purity connected to that fragment’s domain of Creation. These entities don’t have all of the characteristics a true individual might but they can be perceived and interacted with to tap into their potential and manifest a change or effect that relates their aspect of creation.
Engaging with the stones to harness their potential is challenging and dangerous as the wielder must contend with the force of will within the stone to wrest its potential into their control or risk being consumed by it.
Using a Fragment of Creation
Section titled “Using a Fragment of Creation”Once an Infinity Rune has been activated, roll a d6. On a result of 1–5, the rune’s power is expended and it cannot be used again until you finish a long rest.
Compounding Synergy. A Fragment’s power is heightened while you or a friendly creature within 60 feet of you wields another Fragment. When Fragments of Creation are within such proximity, the roll required to not expend the rune’s power is reduced by 1.
- For example, if two Fragments are within such proximity, upon activation, a Fragment’s power is only expended on a result of 1–4; if five Fragments are within such proximity, a Fragment’s power is only expended on a result of 1.
- If all six Fragments are within such proximity, a Fragment’s power is never expended when activated unless the activation check failed, but you still roll a d6. On a result of 6, you or another creature of your choice within 60 feet of you can use its reaction to activate another Fragment. The power activated must have an activation time of 1 action or 1 bonus action.
When a stone is activated, the creature makes an activation check using the activating character’s ability score that relates to the stone being activated. The character receives a bonus to the roll based on their mark level, their ability score bonus, and their familiarity with manifesting their desired effect. The numerical result of this roll is not known to the wielder but they can sense the reaction of the stone during its activation and may have an opportunity to drop their attempt before the potential is released from the stone.
Below is a general difficulty scale for the DM to use to set the DC of the activation check. This scale may be adjusted according to the specific manifestation being attempted and the outcome or side effects are determined by the DM.
30+
A perfect union is formed between the wielder and the embodiment within the stone. Either through coercion, understanding, willingness, or skill, the wielder is able to manifest their intent with no resistance from the stone, allowing the wielder to delve deep into the raw potential of the fragment of creation, potentially unlocking new capabilities.
The check to recharge the stone is made with advantage and the range of possible effects is increased.
25
The wielder successfully creates a connection to the fundamental elements embodied within the fragment of creation which allows them to manifest their desired effect as intended.
The check to recharge the stone is made as normal and the desired effects manifests.
20
The wielder creates a difficult and strained connection with the stone’s potential and can briefly indicate their intent to the embodiment, successfully creating their effect.
Doing so has minor, temporary effects on the wielder and the check to recharge the stone is made with disadvantage.
15
The wielder finds dangerous opposition to its attempt to connect and control the potential of the stone. They can choose to attempt to evoke their intended manifestation regardless by forcing their intent into the fragment but the embodiment resists.
Re-roll the activation check to determine if the desired intent manifests. Regardless of the outcome, the stone may exact a toll from the wielder with a major, temporary effect.
Whether the manifestation is attempted or not, the stone does not recharge.
10
The ill-prepared wielder is overwhelmed by the resistance of the embodiment of creation within the stone and is unable to control the retribution from the stone.
The wielder’s desired effect does not manifest and they could suffer a major, long-lasting consequence. The stone does not recharge.
5-
The wielder’s feeble attempt to manifest the power of the stone releases an unbridled torrent of the stone’s potential into the wielder, wreaking havoc and potentially causing devastating and permanent consequences.
The wielder’s desired effect does not manifest, they suffer severe to devastating consequences depending on their fortitude and the stone does not recharge.
Bonding with a Stone
Section titled “Bonding with a Stone”Depending on the stone and the wielder, the way in which the potential of the stone is released and controlled can vary widely depending on the wielder’s approach and the fragment’s reflection of the wielder.
As a fragment is harnessed repeatedly by a wielder, the fragment adapts and shifts to reflect its wielder over time and the wielder is likewise marked by a rune or sigil which contains some of the latent potential of the stone. This has the following effects:
- Whenever you complete a long rest with an attuned and expended fragment of creation on your person, your mark of the stone’s level increases by 1. This effect can only occur once every 10 days.
- View the sections pertaining to each stone to read more on the effects of these marks
- Using the stones leaves a mark or rune of that fragment’s potential on the wielder. As the power of this mark increases, the corresponding stone becomes easier to use:
- Unmarked: +0 to the bonus
- Level 1 mark: +2 to the bonus
- Level 2 mark: +4 to the bonus
- Level 3 mark: +6 to the bonus
- Level 4 mark: +8 to the bonus
- Level 5 mark: +10 to the bonus
- Once you use a stone to manifest a particular effect, subsequent attempts to manifest the same effect in the future become easier. Each time an effect is successfully manifested, you receive a +1 bonus to manifesting the same effect again, up to a maximum of +5.
Each stone has different ways in which they react to being harnessed and each requires a showing of resolve or ability in some way. The section below outlines the known capabilities of the fragments, their rune-marks, and the characteristics a wielder must have to successfully harness Creation.
The Six Fragments of Creation
Section titled “The Six Fragments of Creation”The Space Stone
Section titled “The Space Stone”Wisdom
Only a sage, discerning, and perceptive being can expand their perspective to encompass existence without being overwhelmed.
A witless and slow-minded wielder risks losing their own perspective within the universe and losing themselves into the fabric of space.

Known Fragment Effects
- Unknown: Unknown Effect
- Unknown: Unknown Effect
- Unknown: Unknown Effect
Known Rune-Mark Effects
- Level 1: Unknown - Unknown Effect
- Level 2: Unknown - Unknown Effect
- Level 3: Unknown - Unknown Effect
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect
The Mind Stone
Section titled “The Mind Stone”Intelligence
Only a being of a keen and resolute mind can successfully connect with the synaptic network of minds that is the brain-like entity within the stone.
A weak minded wielder risks having their mind collapse upon connection with the intellect of the stone.

Known Fragment Effects
- Unknown: Unknown Effect
- Unknown: Unknown Effect
- Unknown: Unknown Effect
Known Rune-Mark Effects
- Level 1: Unknown - Unknown Effect
- Level 2: Unknown - Unknown Effect
- Level 3: Unknown - Unknown Effect
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect
The Power Stone
Section titled “The Power Stone”Strength
Only a being of formidable strength and resolve can successfully overpower the embodiment of raw power within the strong.
A weak bodied weirder risks having their strength drowned and consumed by the well of might within the stone.

Known Fragment Effects
- Invincibility*:* As a bonus action, you can activate the rune. For 1 minute, you are immune to all damage and automatically succeed on all saving throws.
- Colossal Physicality: As an action, you can activate the rune to gain the following benefits for 1 minute:
- You gain the effects of the enlarge option from the enlarge/reduce spell.
- Your Strength score becomes 30.
- You have proficiency in Strength and Constitution saving throws and you can add double your proficiency bonus to these saving throws.
- You gain temporary hit points equal to half your hit point maximum.
- You are immune to exhaustion and any levels of exhaustion you currently have go away.
- Sphere of Reckoning: Over the course of 10 minutes, you can activate the rune, gradually harnessing an incomprehensible amount of pure magical energy in a sphere that grows above your head. While gathering this energy, you must maintain concentration (as if concentrating on a spell). If your concentration is broken, the magical energy dissipates harmlessly.
Once the rune’s activation is completed, you can target a point you can see within 1 mile, hurling the now 150-foot radius sphere at that point. Each creature in the area must make a DC 19 Dexterity saving throw. On a success, a creature can immediately use its reaction to move up to twice its speed, or cast one of the following spells if it is able to do so: dimension door, plane shift, teleport, or word of recall.
Any creature that fails the save or is unable to escape the area takes 20d20 force damage. The target is disintegrated if this damage leaves it with 0 hit points. Any object in the area that is not being worn or carried and is not an artifact or an object created by a deity is destroyed. If the point you target is on the ground, the impact leaves a 150-foot radius crater behind.
Known Rune-Mark Effects
- Level 1: Elemental Evocation
- As an action you evoke a small amount of fire, water, earth, or air within 30 feet of you that bends to your will. This evocation cannot be any larger than a 5-foot cube, can be moved 30 feet per turn, and must remain within 60 feet of you to remain under your control.
- You may use your controlled element to attack a creature within range. Once you make this attack, the evocation is consumed. Your attack modifier for this ability is equal to twice your proficiency bonus. If you strike a creature with the controlled element it has the following effects on the target:
- Fire: 2d6 Fire Damage
- Earth: 2d6 Bludgeoning Damage
- Water: 2d6 Slashing Damage or Healing
- Air: 2d6 Thunder Damage or Pushed 5 feet in any direction (If a creature collides with a sturdy object when pushed, its movement is stopped and it takes 1d6 bludgeoning damage for every 5-feet it would have traveled.)
- At character levels of 4/8/12/16/20 the damage or healing dealt by this ability increases to 4/8/12/16/20 d6 and the push distance of Air increases to 10/20/40/80/160 feet.
- Once you have used this ability it cannot be used again until you finish a short or long rest though you can continue to manifest harmless evocations at will.
- Level 2: Isolation Shield
- As a reaction just before you take damage, you become encased in a rigid, magical cocoon of force energy. While encased, you are immune to non-magical bludgeoning, piercing, and slashing damage and resistant to magical bludgeoning, piercing, and slashing damage until the end of your next turn. You are also paralyzed while encased.
- Once this ability is used, it cannot be used again until you finish a long rest.
- At the following character levels, the effect of this ability improves in the following ways:
- Level 4: The effect ends at the start of your turn.
- Level 8: You may target another creature you can see within 30 feet instead.
- Level 12: You may use this ability once per short rest.
- Level 16: You are instead immune to magical and non-magical bludgeoning, piercing, and slashing damage and are resistant to all other damage types.
- Level 20: The effect lasts until you choose to end it.
- Level 3: Call Storm
- Starting at level twelve, your control of the elements is hightened, allowing you to evoke great elemental storms. As an action, you may call an elemental storm down upon a 30 foot cube on a point within 60 feet from you. Targets in the area of a harmful effect must make a Saving Throw against a DC equal to 8+ twice your proficiency. On a failed save, they take half damage and may suffer additional effects. The type of Saving Throw and additional effect depends on the chosen element. Depending on the chosen element, the storm has the following effect in the targets in the area:
- Fire: Dexterity Saving Throw - 10d6 Fire Damage
- Earth: Dexterity Saving Throw - 8d6 Bludgeoning Damage & the area becomes difficult terrain.
- Water: 4d8 Healing
- Air: Constituion Saving Throw - 8d6 Thunder Damage & failed targets are knocked prone.
- Starting at level twelve, your control of the elements is hightened, allowing you to evoke great elemental storms. As an action, you may call an elemental storm down upon a 30 foot cube on a point within 60 feet from you. Targets in the area of a harmful effect must make a Saving Throw against a DC equal to 8+ twice your proficiency. On a failed save, they take half damage and may suffer additional effects. The type of Saving Throw and additional effect depends on the chosen element. Depending on the chosen element, the storm has the following effect in the targets in the area:
Once you have used this ability, it cannot be used again until you finish a long rest.
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect
The Reality Stone
Section titled “The Reality Stone”Constitution
Only a being of sturdy fortitude can channel the chaotic possibilities that storm within the stone.
A wielder with a feeble constitution risks being unable to channel the potential of the stone through their body in a controlled way.

Known Fragment Effects
- Swift Polymorph: As a bonus action, you can activate the rune to cast the polymorph spell (save DC 19). When you cast polymorph in this way, the spell does not require your concentration, though you can choose to end it at any time (no action required). In addition, the new form you choose for the target can also be any monstrosity whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating).
- Prime Transformation: As an action, you can activate the rune and choose one object you can see that is not an artifact or an object created by a deity. You instantly transform the object into up to ten nonmagical objects of your choice that combine to have a total mass similar to the original object. If the object you attempt to transform is magical, you must succeed on a Constitution check (DC noted in the list below) or the attempt fails.
- Common: DC 10
- Uncommon: DC 13
- Rare: DC 16
- Very Rare: DC 19
- Legendary: DC 22
- Dominate Reality: Over the course of 1 minute, you can activate the rune to temporarily alter your surroundings. For 1 hour, you make the environment within 1 mile of you in all directions feel, look, sound, and smell like whatever you want. This effect cannot create sentient or tangible creatures, but it can create visual and auditory illusions of creatures. The illusion perfectly alters the environment in every way, though a creature with truesight automatically detects the illusion and sees it as a vague image superimposed on the true surroundings.
Known Rune-Mark Effects
- Level 1: Object Alteration
- As an action you touch a non-magical object that can fit into your hand and alter an element of it. This alteration could be a change in material, a transformation into elemental or arcane energy, or something else of your choosing. Only one alteration can affect an object at a time.
- The exact effect of an alteration (i.e. the mechanical benefit of changing a battleaxe to wood) is determined by your DM given the situation. For example, your DM may state that a wooden battleaxe now has the properties of a club instead of a battleaxe.
- Some explicit examples of possible alterations are listed below. You may suggest additional alterations to be approved at your DM’s discretion.
- Change Material: All parts of the object composed of one material become another. The effect of this change is dependant on the situation, for example, changing all of the metal on a battleaxe into wood will reduce the weapon’s effectiveness.
- Imbue Energy: Change the damaging element of a weapon into a source of pure energy. The type of this energy could be acid, cold fire, force, lightning, necrotic, radiant, or thunder. This changes the damage type of the weapon to the chosen energy and the damage is considered magical.
- Weaken / Strengthen: You erode, repair, or improve the integrity of the object. Eroding the object decreases its effectiveness and hardiness. Repairing the object can restore an item to full effectiveness and hardiness. Improving the object increases its effectiveness and hardiness beyond its original capabilities.
- The alteration last for 10 minutes and cannot transform an object into something unrecognizable from its original form.
- Once you have used this ability, it cannot be used again until you finish a long rest.
- At the following character levels, the effect of this ability improves in the following ways:
- Level 4: You can alter objects as large as a 5-foot cube and the alteration lasts for 1 hour.
- Level 8: You can alter objects worn or carries by other creatures and are within 30 feet of you.
- Level 12: You can use this ability once per short rest.
- Level 16: You can alter objects and creatures as large as a 25-foot cube. Unwilling creatures make a DC 19 Constitution Saving Throw to resist the alteration.
- Level 20: The alteration lasts until the object or creature is altered again.
- Level 2: Physical Adaption
- As an action, you channel your rune’s power to alter your form. When you use this ability, you can choose one of the following effects. This transformation lasts for 1 hour, until you die, or until you stop channeling you rune’s power.
- Amphibious**:** You gain gills; you can breathe air and water.
- Climbing**:** You grow tiny hooked claws that give you a climbing speed equal to your walking speed.
- Keen Senses**:** Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) Checks.
- Swimming**:** You gain fins and webbing between your fingers and toes; you gain a swimming speed equal to your walking speed.
- Tough Hide**:** You skin becomes as tough as leather; you gain a +2 bonus to AC.
- Wings**:** Wings sprout from your back, allowing you to glide when falling, control your movement in descent, and jump three times higher and further.
- Others: If you have an alternate physical adaption in mind, check with your DM to determine if the adaption you’d like is possible and what effect is might have.
- You may only channel the power of your rune for one effect at a time.
- Once you have used this ability it cannot be used again until you finish a short rest.
- As an action, you channel your rune’s power to alter your form. When you use this ability, you can choose one of the following effects. This transformation lasts for 1 hour, until you die, or until you stop channeling you rune’s power.
- Level 3: Alter Creature - You’ve learned the delicate nature of transmuting the form of others. As an action you may channel your rune’s power to make physical alterations to a creature you touch. When altering a creature, you may make any number of cosmetic alterations (Hair, Skin, Eyes, Facial Structure, Body Structure, and Voice) and one of the following physical alterations:
Strengthen/Weaken: Increase or decrease a creature’s STR score by 2 (to a max of 24 min of 6)
Quicken/Slow: Increase or decrease a creature’s Dexterity Score by 2 (to a max of 24 min of 6)
Bolster/Enfeeble: Increase or decrease a creature’s CON score by 2 (to a max of 24 min of 6)
If the creature is unwilling you must make a melee spell attack with an attack bonus equal to twice your proficiency bonus to touch the creature. The alteration ends after one hour, if it is dispelled or when you stop channeling your rune’s power.
You may only channel the power of your rune for one effect at a time.
Once you have used this ability it cannot be used again until you finish a long rest.
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect: You become god
The Time Stone
Section titled “The Time Stone”Dexterity
Only a being of deft celerity and quickness can successfully navigate the ever-splitting pathways of time without slipping.
A slow or clumsy wielder’s risks losing themself by misstepping while traversing the timelines to find their desired end.

Known Fragment Effects
- Temporal Authority: When you roll initiative, you can activate the rune. Doing so allows you take two turns during each round of combat to a maximum of 10 rounds. You take your first turn at your normal initiative and your second turn at your initiative minus 10.
- Speed Requisition: As an action, you can activate the rune to cast the haste or slow spell (save DC 19). When you cast haste in this way, you can target a number of within range up to your Dexterity modifier (minimum of 1) and the targets are unaffected by the wave of lethargy when the spell ends. When you cast slow in this way, you can target all creatures of your choice in an 80-foot cube, rather than just six within a 40-foot cube, and each target has disadvantage on the initial saving throw. Regardless of which spell you cast, the spell does not require your concentration.
- Timeline Traversal: As an action, you can activate the rune to rewind a portion of your timeline by up to 6 seconds. An unwilling creature may make a DC 19 Dexterity Saving Throw to avoid being rewound.
- When you rewind time in this way, a creature you touch returns the the state they were previously in one the following ways.
- Hit Points: The creature’s hit points return to the level they were at the start of the previous round.
- Abilities: All limited-use ability (such as casting a spell, using a magical item with charges, or using a class feature) used in the previous round is restored.
- Location: The creature is returned to the space they occupied at the start of the previous round.
- Effects: The creature returns to the bodily state they were previously. Any conditions or magical effects that the creature received since the start of the previous round are removed.
Known Rune-Mark Effects
- Level 1: Premonition
- As an action, you predict an event that will occur in the near future. Roll a d20 and record the result. Any time before you finish a long rest when you would make an ability check, saving throw, or attack, you may use the result of the recorded roll instead of rolling.
- Once you have used this ability, it cannot be used again until you finish a long rest.
- At character levels of 4/12/20 the number of dice you can record when you use this ability increases to 2/3/4.
- At character levels of 8/16 you roll 2/3 times for each premonition dice and record the largest value.
- Level 2: Temporal Perception
- Starting at level four, your senses have been supernaturally heightened. You gain expertise in perception and may add your perception bonus to initiative instead of your dexterity modifier.
- Additionally, you may channel your rune’s power to further augment your senses. As an action, you gain truesight with a range of 60 feet and you become immune to being surprised for one hour.
- You may only channel the power of your rune for one effect at a time.
- Once you have used this ability it cannot be used again until you finish a long rest.
- Level 3:
- As an action you may channel the power of the rune to cast the scry spell into the past, present or future. When casting this you may specify a time in addition to specifying the spell’s target. Your character level is the spell save DC for this scry effect.
- When scrying into the past or future, the spell’s target does not make a save against it, instead You must succeed an Arcana check with DC equal to 10 + the number of days beyond the present you wish to scry.
- You may only channel the power of your rune for one effect at a time.
- Once you have used this ability it cannot be used again until you finish a long rest.
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect
The Soul Stone
Section titled “The Soul Stone”Charisma
Only a cunning, compassionate, or enchanting being can beseech the well of past personalities that seethe within the stone to find the right spirit(s) to manifest their desire and convince their aid.
A dreary, guileless, or repellant wielder risks being tricked, ignored, or enraptured by the self-serving spirits of the past

Known Fragment Effects
- Essence Imprisonment: As a reaction, you can activate the rune to cast the soul cage spell without requiring material components (the rune itself functions as the material component and is where the soul is trapped). When you cast soul cage in this way, the spell lasts until it is dispelled, though it can still end early if you use the trapped soul six times.
- You can contain a number of souls in the rune up to your Charisma modifier (minimum of 1) at a time.
- Life Restoration: As an action, you can activate the rune to cast the true resurrection spell without requiring material components.
- Death Sentence: As an action, you can activate the rune and choose one creature you can see within 60 feet of you that is not a deity. When you do so, you begin concentrating on this effect (as if concentrating on a spell). If you stay within 500 feet of the creature and successfully maintain your concentration for 1 minute, the creature dies.
Known Rune-Mark Effects
- Level 1: Consume - As an action, you consume the remnants of life from the nearby fallen. You may target any number creatures that have died in the last minute. You gain 4 temporary hit points per creature targeted. Destroyed Undead targeted by this ability do not contribute any health. These temporary hit points last until you finish a short rest and cannot grant temporary health greater than your normal maximum health.
Once you have used this ability it cannot be used again until you finish a short rest.
At the following character levels the effect of this ability improves in the following ways:
- Level 4: You may distribute the temporary hit points between up to 2 creatures within 30 feet.
- Level 8: The health you gain increases to 8 per target.
- Level 12: You may distribute the temporary hit points between up to 4 creatures within 30 feet.
- Level 16: The health you gain increases to 12 per target.
- Level 20: There is no limit to the maximum hit points you can gain from this ability.
- Level 2: Undying Servant - Your rune allows you to bind an ancient spirit to your service. While attended by this spirit, you gain insight into its past, giving you proficiency in one skill and one tool of your choice. The servant has a personality and history (determined by your DM), obeys your commands, and communicates with you in your mind. Additionally, as an action you may channel your rune’s power to transfer the spirit into a corpse to better serve you. You touch the corpse of a creature with a CR less than or equal to 1/4 of your total level and the spirit animates the corpse. While animated, your servant controls the creature’s form, can speak, and acts on its own initiative. The animation ends if the corpse is destroyed, you stop channeling your rune, or after eight hours. You may only channel the power of your rune for one effect at a time.
- Level 3: Unknown - Unknown Effect
- Level 4: Unknown - Unknown Effect
- Level 5: Unknown - Unknown Effect