SorceriesEdit
The Battlemagic known as Sorceries are usually Standard actions, but can be cast in place of an attack when making a full attack. To cast a Sorcery, you must have your hand free. You can apply Metamagic to Sorceries by increasing the cooldown time by 1 round per spell level adjustment of the metamagic effect. Cooldowns begin when the Sorcery is activated, not when its duration ends.
FlamewallEdit
Element: Fire
Cooldown Time: 3 Rounds
Damage: 1d4/1d6/1d8/2d4/2d6 Fire
Description: Create a wall of fire on the ground anywhere within Close range. This wall is 15ft long, 10ft high and 5ft thick, must be supported by a solid object, and most be unbroken when formed. Creatures within the wall's area take the damage each round with a Reflex save for half; Creating the wall in a creature's space subjects them to the damage as well.
Flash FreezeEdit
Element: Frost
Cooldown Time: 5 Rounds
Damage: 1d4 Cold
Description: You create a brief storm of frost in a 30ft radius centered on yourself; At the end of your turn, the storm ends, dealing 1d4 Cold damage and Freezing all targets (Except the caster) within the area, and covering the ground with Ice Slicks (As per Ice Lance, above). Frozen targets are prevented from moving or acting, but take half damage from all sources. Targets remain frozen for 2 rounds, though they may attempt to break out of the ice by attempting a Strength check (DC 15 + 1/2 Spellbreaker class level + Spellbreaker's Int modifier).
TornadoEdit
Element: Wind
Cooldown Time: 4 Rounds
Damage: 1d4/1d6/1d8/1d10/1d12 Bludgeoning
Description: Create a stationary whirlwind within Close range. The tornado is 30ft high, 5ft wide at the base and 15ft wide at the top. Targets within 10ft of the base of the tornado are dealt damage (Fortitude save for half) and bull rushed towards the center (Using your class level and Intelligence in place of BAB and Strength).
BoulderfallEdit
Element: Stone
Cooldown Time: 2 Rounds
Damage: 1d6/2d6/3d6/4d6/5d6 Bludgeoning
Description: Throw a boulder as a ranged touch attack, with a range increment of 40ft, with 10ft overhead clearance required per range increment. Upon impacting a solid or liquid surface, the boulder detonates, dealing damage in a 10ft radius; Targets are allowed a Reflex save for half damage, though if the initial attack hits its target, that target isn't allowed a save. For every range increment the boulder travels, its explosion radius increased by 5ft and it deals an additional +2 damage.
Toxic CloudEdit
Element: Toxic
Cooldown Time: 2 Rounds
Damage: 1d4/1d6/1d8/2d4/2d6 Acid
Description: Lob a flask of noxious gas as a ranged touch attack, with a range increment of 40ft, with 10ft overhead clearance required per range increment. Upon striking a solid or liquid surface, the flask detonates, spreading out in a sphere, centered on the object struck, with a a radius of 30ft. This cloud blocks vision as a Fog Cloud spell, and targets within this cloud take damage each round, with a Fortitude save for half.
Static FieldEdit
Element: Lightning
Cooldown Time: 3 Rounds
Damage: 1d4/1d6/1d8/2d4/2d6 Electrical
Description: Create an spherical area centered on any solid object within Close range. Within this 30ft-radius sphere, targets are damaged each round, with a Reflex save for half; Those damaged must also make a Fortitude save or be treated as Nauseated for two rounds. This electrical storm lasts two rounds before dissipating.