Riftwalkers primarily use this spell to visit the guild sphere or the shaman’s cave without needing to travel to Rothkiegen. The spell needs to be studied to a percentage equal to or greater than your player level.
In a pinch this spell can be used to escape danger and heal up, although its long cast time and huge spark cost tend to make it inferior to regular navigation spells for this purpose. It always returns you to the same room you left, which might may or may not be a good thing.
More rarely, riftwalkers will need to ‘cast create rift’ to visit the rift world and hunt for entities. This doesn’t require any particular amount of spell knowledge to do.
Syntaxes:
cast create rift at sphere
cast create rift at cave
cast create rift
The in game help reads:
No saving throw. Casting time: 10 rounds. Type of spell: neutral spell. Affecting stats: int/wis. Cast type: rift. Spell point cost: 157. The very essence of being a true riftwalker is the ability to create rifts which act as doorways into other dimensions. A riftwalker who has good knowledge of this spell can ride the rift pathways to the guild 'sphere', or 'cave'. One particular dimension contains strange beings of power which the guild is showing much interest in. Commands while in the rift world: seek, ensnare, escape This spell uses 10 rift sparks.