Environments · Extraplanetary

Chronal Eddy

A region where time runs at a different rate from the space around it, usually near something that should no longer be running. Observers outside an eddy can see the difference, and creatures inside cannot.

Extraplanetary

Exposure

  • Rift Flux

    Ambient Rift Energy at a high, unstable density, where channeling is stronger and less reliable.

    WIS save, DC 13. End of each hour. Your next spell attack roll has disadvantage, or the target of your next spell that forces a saving throw has advantage on it. Roll once on the Surge Table.

    • Dense field

      A spell cast here that deals damage or restores hit points adds its level to one of its damage or healing rolls, and a cantrip adds 1. A spell that does neither gains nothing. The bonus cannot be declined.

    • Unstable

      A natural 1 or 2 on a spell attack roll, a target's natural 19 or 20 on a saving throw against a spell, and any failed concentration save each roll on the Surge Table in the GM's Manual.

    • Instruments

      Anything calibrated against a stable Rift background reads wrong. Navigation, dating and detection checks that rely on one have disadvantage.

    • Warded

      A ward, a null field or a feature naming Rift density removes the save and the Surge rolls. The damage and healing bonus goes with them.

In play

  • Initiative

    Initiative is rerolled at the start of every round.

  • Duration

    For an effect measured in rounds, the creature that created it rolls a d6 at the start of each of that creature's turns. On a 1 or 2 the effect ends, and on a 6 its remaining duration doubles.

  • Outside

    The GM sets the exchange rate before the party enters, or rolls a d6. On a 1 or 2, an hour inside is a day outside. On a 3 or 4, a day inside is an hour outside. On a 5, a minute inside is an hour outside. On a 6, an hour inside is a minute outside.