Arcane Rift Anomalies

Not every surge near the Rift is lightning and teeth. Sometimes the plane answers with rules—brief, local impositions that bend time, space, and sense. An Arcane Rift Anomaly is not a spell; it is the Rift asserting itself through a crack, most often when mortal magic or Rift-touched forces collide. Anomalies can be triggered by many sources, so this section defines common parameters you can apply no matter how the anomaly began.

Parameters & Procedure

Below are the standard parameters and procedures for Arcane Rift Anomalies. Unless specified otherwise all Arcane Rift Anomalies follow these rules.   Centering. The anomaly is centered on the creature that triggered it. If no creature is responsible, center it on the location of the trigger as most appropriate.   Duration. Anomalies are instantaneous. Those that have lasting effects will be specified in their description.   Targeting & Cover. Anomalies do not discriminate, all creatures within the area are affected, and only blocked by Total Cover.

Severity

There are three severities of an Arcane Rift Anomaly: Minor, Moderate, and Major. These determine how powerful or difficult the anomaly is to resist or counter. The severity determines the Save DC and the spell level equivalent the anomaly is treated as for the purposes of defeating with magic such as the Dispel Magic spell. A creature who is proficient with Arcana may make a check (no action required) to determine the severity using the severity’s Save DC as the ability check DC.
Severity
Save DC
Spell Level
Damage Multiplier
Minor
12
3
1
Moderate
16
5
2
Major
20
7
3
Damage Multiplier. If an anomaly lists damage dice, multiply the number of dice by the severity’s Damage Multiplier. Example: “3d8 Force” at Moderate becomes 6d8 force; at Major, 9d8 force.

Countermeasures

Anomalies can be countered in a number of ways, while other methods simply fail.
  • Counterspell fails against Anomalies.
  • Dispel Magic can be used to end an ongoing effect from Anomaly, treating the Anomaly as if it were a spell cast at the level assigned to its severity.
  • Antimagic Field prevents an Anomaly from triggering if the triggering creature or location is within the Antimagic Field. Anomalies are also blocked and cannot pass through an Antimagic Field.
  • Hallow or Consecrated reduces the Anomaly severity for all creatures if it is triggered within the area or for all creatures affected who are within the Hallow or Consecrated area. The severity can only be reduced once in this way and cannot be reduced below Minor severity.

Stacking & Conflicts

Multiple Anomalies can coexist. If two anomalies impose contradictory rules over the same space (e.g., different gravity vectors), the strongest severity overrides any weaker, and if the severity is the same the newest Anomaly overrides any older effects.

Rift Arcane Anomalies List

D20
Effect
1
Roll on the table twice and trigger two Arcane Rift Anomalies.
2
Horizon Rend. A tearing flower of night irises open and slashes reality with filament-thin edges. Dexterity Saving Throw: Each creature in a 20-foot-radius Sphere. Failure: 3d8 Force damage plus 3d8 Necrotic damage and the creature has the Restrained condition for 1 minute. Success: Half damage only.
3
Reverse the World. Gravity flips and every surface becomes a treacherous ceiling. Strength or Dexterity Saving Throw: Each creature in a 30-foot-radius. Failure: 3d6 Bludgeoning as the creature falls 30 feet toward the new “down”. Failure or Success: Gravity remains reversed in the area for 1 minute; when it ends, affected creatures fall.
4
Paradox Lock. Time skips, then waits, and thoughts snag on the gap. Wisdom Saving Throw: Each creature in a 30-foot-radius. Failure: Creature has the Stunned condition until the end of its next turn. Failure or Success: All creations in the area have Disadvantage on saving throws to maintain Concentration until the end of its next turn.
5
Green-Black Prism. Necrotic starlight refracts into a searing, glass-making bloom. Constitution Saving Throw: Each creature in a 20-foot-radius. Failure: 3d8 Force damage plus 3d8 Necrotic damage and has the Blinded condition until the end of its next turn. Success: Half damage only. Failure or Success: Plants and raw wood in the area transform into dark glass.
6
Maw of Elsewhere. A rim-toothed aperture gnashes at the air and pulls everything toward its throat. Strength Saving Throw: Each creature within 20 feet. Failure: Creatures pulled 10 feet in a straight line toward the Anomaly and has the Prone condition. If it reaches within 5 feet of the center it also takes 2d8 Force damage. Failure or Success: The maw persists 1 minute; creatures that start or enter the area for the first time on a turn are effected again.
7
Necrophany. Nearby corpses awaken with shattered apologies and lurch to their feet. All humanoid corpses within 120 feet animate as Riftspawn Skeletons or Riftspawn Zombies (as appropriate for their remains) for 1 minute or until destroyed.
8
Guilty Shadows. Personal silhouettes peel free, whispering “Guilty” as they reach. The shadows of 1d4 (severity modifier applies) random creatures detach and attack as Shadows for 1 minute; owners cast no shadow for 24 hours after.
9
Hypnotic Parallax. Impossible colors unfurl like braided auroras at the wrong angles. Wisdom Saving Throw: Each creature in a 30-foot cube. Failure: Creature has the Charmed and Incapacitated conditions for 1 minute (save ends at end of turn). Failure or Success: Weeping and murmurs echo while it lasts.
10
Veil of Transparency. The world forgets outlines and people slip behind their own edges. All creatures within 60 feet gain the Invisible condition for 1 minute or until they Attack or cast a spell.
11
Life Inversion. Black threads siphon breath from one chest to kindle others. Constitution Saving Throw: The four nearest creatures within 60 feet, including the triggering creature. Failure: One of the four creatures determined randomly by 1d4, takes 4d8 Necrotic damage. Success: Half damage. Failure or Success: All creatures that did not take damage regain hit points equal to the Necrotic damage dealt, divided evenly amongst them, favoring the nearest creatures first for uneven values.
12
Gravity Shear. Gravity tilts sideways and movement becomes a controlled fall. Strength or Dexterity Saving Throw: Each creature in a 20-foot-radius. Failure: Creature has the Prone condition. Failure or Success: For 1 minute, whenever a creature moves within the area it must make this save or gain the Prone condition. Unattended objects slide along the shear.
13
Unstuck in Time. A life jitters forward and back through its own possibilities. The nearest creature behaves as if under the Blink spell for 1 minute.
14
Discordant Compulsion. A tune no one is playing drags feet into steps. Wisdom Saving Throw: Each creature within 30 feet. Failure: Affected as by the Irresistible Dance spell until the end of its next turn. Success: Your speed becomes 0 until the start of your next turn. Failure or Success: The music remains audible only inside your skull.
15
Elemental Bleed. Matter sloughs off its manners and stands up angry. A nearby mass of stone, water, fog, or flame becomes a hostile Elemental for 1 minute or until destroyed.
16
Horizon Grasp. Star-black tendrils grope from a seam like night made viscous. Dexterity Saving Throw: Each creature in a 20-foot square. Failure: 2d6 Bludgeoning damage plus 2d6 Necrotic damage and has the Grappled for 1 minute. Success: Half damage only. Failure or Success: The grasp persists 1 minute, creatures that start their turn or enter the area for the first time on a turn must repeat the save.
17
Static Skirl. A ragged scream of ozone and black lightning rips through the air. Dexterity Saving Throw: Each creature in a 15-foot-radius. Failure: 2d6 Lightning damage plus 2d6 Necrotic damage. Success: Half damage.
18
Ozone Haze. A green-black smog rolls over the ground and swallows silhouettes. A 20-foot-radius becomes Heavily Obscured until the end of the next round; nonmagical flames are snuffed.
19
Mirror Lag. Reflections fall a heartbeat behind and intent stutters. Each creature within a 20-foot-radius has Disadvantage on the next D20 Test it makes.
20
Roll on the table twice and choose which Arcane Anomaly result triggers.

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