Sorcerer: Rift Magic (MoMT)

You feel the threads of the fade, and you can manipulate them to your advantage. Rift Sorcerers take their mastery of the Fade to the next level, allowing them to use powerful offensive spells or dragging and throwing their opponents across the field like rag dolls.

## Fade Walk

At 1st level, you gain access to the "Fade",  an alternate dimension to the normal environment, or material plane. Rift Sorcerers may slide into and out of the Fade at will. Several of a Rift Sorcerer's abilities impose the Fade upon the world around him, affecting themselves, the environment, enemies and even allies. You may remain indefinitely in either plane. When you enter you leave a portal (Lasts for 5 seconds) in which your allies may enter, in which they stay for 15 seconds in the Fade. Each enemy a Rift Sorcerer kills while both are in the Fade grants him 1 Sorcery Point. Enemies not in the Fade cannot damage someone inside the Fade, and enemies in the Fade cannot damage someone outside the Fade. In addition, none of a Rift Sorcerer's subclass abilities (Not their spells) count as spells, but they can be affected by metamagic, however it takes 2 times as much as it normally would to use Metamagic on a Rift Sorcerer subclass ability

## Banish

Starting at 6th level, You may cast a wave of Rift Energy that damages enemies while pushing enemies and allies out of your current plane of existence. It fires in a 30 x 5 foot line. This deals 1d10 force damage to enemies affected, this increases to 2d10 at 6th level, to 3d10 at 14th level, and 4d10 at 18th level. This ability costs 3 Sorcery Points to cast

## Stasis

Starting at 6th level, You halt all enemies in the Rift, freezing them in suspended animation for 3 rounds. Additionally, enemy and allied weapon hit-scan gunfire, projectiles, and beams within the Rift will be suspended in mid-air for the duration; up to 300 weapon fire objects can be suspended by Stasis, exceeding this limit will end the ability prematurely. This increases to 4 rounds at 14th level, and 5 rounds at the 18th level. This ability costs 5 Sorcery Points to cast.

## Fade Surge

Starting at 14th level, You may produce a surge of Rift energy in a 15 meters radius around him, charging all Rift-bound enemies in range for 3 rounds. Surged enemies that leave the Rift plane will discharge their Rift energy, ending their surge and resulting in a radial banishment; the enemy whose surge is discharged from and any material-bound enemies within 3 meters are forced into the Rift plane for 2 seconds. This increased to 20 meters, 4 rounds charge, and 3 round banishment at at 18th level. This ability costs 8 Sorcery Points to cast.

## Fade Barrier

At 14th level, you may create a barrier of magical force around you that gives a target additional to thrice their hit die.

## Cataclysm

At 18th level, you create a dimensional nexus bridging the Physical World and the Fade, forming a sphere of swirling fade energy with an initial radius of 14 meters centered around where you are looking. The sphere continuously shrinks over a duration of 4 rounds to a final radius of 4 meters before collapsing on itself. Dealing 8d10 force damage to all enemies affected. This ability costs 10 Sorcery Points to use