Rift Theory

tudy the Impossible Geometry of the Rift

Wizards of Rift Theory are scholars who seek to understand the unstable plane that envelopes the world of Duskfall. Known simply as “Rift Theorists,” these mages chart Breachpoints, calculate the geometry of warped space, and refine protocols for safely navigating the planar layers of the Rift. Where Rift-touched Sorcerers embody chaotic eruption, Rift Wizards practice precision—stabilizing anomalies, bending angles through mathematical mastery, and ensuring that expeditions into the Rift can return home.   The Order of Magi hosts the foremost practitioners of Rift Theory, though their research is often controversial. Some fear that any deep study of the Rift risks madness. Others claim that only by understanding the wound around the world can disaster be prevented. Rift Theorists walk that dangerous edge willingly.

Level 3: Rift Savant

Your studies have immersed you in the principles of Rift geometry.   Rift Spells. Choose two Wizard spells you add to your spellbook for free: one must be from the Abjuration or Transmutation school, and one must be from the Conjuration or Divination school. Each chosen spell must be level 2 or lower.   In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Abjuration, Conjuration, Divination, or Transmutation school to your spellbook for free. The spell must be of a level for which you have spell slots.   Rift Stone Handling. You have Advantage on Intelligence checks made to identify, harvest, or safely handle Rift Stone or Rift-touched materials.

Level 3: Geometric Spellcasting

You can manipulate the unstable geometry that borders the world.   When you cast a spell that creates an Area of Effect, you can apply one of the following modifications:   Bent Origin. The spell’s point of origin can be any point you can see within 10 feet of you, instead of originating from you. For spells with an Emanation you can choose to offset the center of the Emanation to a space within 10 feet of you, the Emanation moves with you at the designated offset.   Spatial Shear. You can alter the spell’s area shape in one of the following ways:
  • A Cube into a Sphere with the same radius half the size of the Cube, or a Sphere into a Cube twice the size of the radius of the Sphere.
  • A Cone into a 5-foot-wide Line twice the length of the Cone, or a Line into a Cone half the length of the Line.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 6: Anomaly Forecasting

You have studied the behavior patterns of Arcane Rift Anomalies and can predict and redirect their effects.   When an Arcane Rift Anomaly would occur within 60 feet of you, you can use your Reaction to analyze and adjust it. Choose one of the following effects: Predictive Shielding. A number of creatures you choose within the anomaly’s area equal to your Intelligence modifier automatically succeed on their saving throw against the anomaly and take no damage on a success that would normally deal half damage. Displacement Adjustment. You shift the anomaly’s center by up to 10 feet to a space you can see. Stability Clamp. If the anomaly has a random effect, you learn the result before it resolves and may reroll the anomaly’s effect, choosing either roll.   You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Horizon Anchor

You have mastered the protocols required to stabilize planar transitions through the Rift’s Horizon.   Whenever you or a creature you can see within 30 feet would be transported into the Rift due to a spell, magical effect, or planar interference, you can grant the creature one of the following benefits:
  • Anchored Transfer. The creature has Advantage on the checks and saving throws required to navigate the Rift’s Horizon layer during that transition for the next 1 hour.
  • Return Vector. The creature can return to its original location in the world as an Action within 1 minute, provided it has not already arrived on another plane.
  • Coherent Step. If multiple creatures are transported at the same time, you can cause all of them to arrive at the same time within the Rift, and can roll an extra dice and choose which to use when determining their return times.
You can use this feature once, and you regain the use of it when you finish a Short or Long Rest.   You can also restore a use by expending a spell slot of level 3 or higher (no Action required).

Level 14: Master of Non-Euclidean Space

Your understanding of Rift geometry allows you to reshape space itself with surgical precision.   Whenever you cast a spell using a spell slot, you gain one of the following benefits of your choice:   Spatial Folding. As part of casting the spell, you can teleport up to 15 feet to an unoccupied space you can see.   Rift Refraction. When you target a creature with the spell, you can cause the spell to ignore Half Cover and Three-Quarters Cover.   Echo Casting. If the spell has an Area of Effect, you can cause the spell to also manifest a second, identical Area of Effect. The second area must be entirely within 30 feet of the original area and follow all the same rules and damage as the original spell.   Once you use Echo Casting, you can’t use that option again until you finish a Long Rest, though you may still use Spatial Folding and Rift Refraction.
Other Associated professions

Comments

Please Login in order to comment!