Rift Flux
Near a breach, a bloom or a dead star's remnant, ambient Rift Energy runs far above the background a channeler is trained against. The gap between a spell's intended effect and the effect it produces widens, and instruments calibrated to a stable background stop agreeing with each other.
The save
- Ability
- WIS
- DC
- 13
- How often
- End of each hour
- On a failure
- 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.
In play
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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.
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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.
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Instruments
Anything calibrated against a stable Rift background reads wrong. Navigation, dating and detection checks that rely on one have disadvantage.
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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.