Rifts Physical / Metaphysical Law in Imarand: The Twin Worlds | World Anvil
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Rifts

After the shattering of the veil in made traveling between Terria and Ianna easier. But is in its wake is left both worlds vulnerable to influences of the other planets. Veil Rifts appears in places where the veil has been breached in the past. These rifts open small and start to spread the influence in their surroundings, unlike portals, no travel is possible. But both flora and fauna are affected by these rifts. Creatures take on the energy of the rift seeping into the world. Left long enough alone it will slowly grow in power and start to affect entire regions. A wood rift would turn a place into a lush verdant area, farmers would have a year of bountiful harvest but eventually, weeds and other plants would grow so fast, it overgrows fields in a matter of weeks even days. Even then creatures within the area would also be affected, even as it starts benign, if left unchecked it could turn into a disaster. Luckily most of these rifts are natural occurrences and are just as likely to disappear as they appeared.   Small rifts are easy to destroy by throwing something into the rift of the opposite element. Larger rifts need more powerful types of magic. Spell-like Dispel Magic, Break Enchantment has worked in the past, where some mist even requires a Wish or Miracle spell to fix.   Element rifts turn these creatures, giving them the Rift Creature Template, depending on the element of the rift. Rifts to Amurra and Irra also happen but a creature affected by those rifts gains either a Fiendish or Celestial template. Although naturally occurring, some are even made by people in search of the power of misguided faith, opening large portals that quickly spread their influence in often populated areas, that create Rift Zombies.
Type
Metaphysical, Arcane

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