Must rest 8 hours to recover spell points and shape veils (up to 1).  This requires no extra time (as preparing spells does).  Generally, Marie will invest essence into her shaped veils at the start of each day up to her current maximum capacity.

Most days she shapes the Alterator's Touch veil to help her mend broken cloth.

Some other useful veils are linked below:
https://libraryofmetzofitz.fandom.com/wiki/Splintering_Gauntlets
http://spheresofpower.wikidot.com/sphereshaper-veils#toc18 (Lich's Grasp, taking Manipulate Undead or Command Undead as bonus talents)

Here's a link to the full list of known veils:
http://spheresofpower.wikidot.com/sphereshaper-veils
https://libraryofmetzofitz.fandom.com/wiki/Sphereshaper_Veil_List

Spell Points: 7
Essence: 2 (up to +3 more)
Adaptation: 4
Shadow Points: 1

spell points can be traded 2 for 1 essence or 1 for 1 shadow point
essence can be traded 1 for 2 spell points





While the prodigy has an active sequence, she gains an insight bonus on attack and damage rolls and caster level equal to half the length of her sequence (minimum 1).


You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Appears In : Not Grant Default Combat Feats, Not Enable all World is Square rules


The chromamancer grants a bonus to an ally’s physical ability score, attack rolls or damage rolls with an ability that requires at least a standard action.




The chromamancer may end her sequence as part of casting a sphere effect to ignore an amount of damage reduction and energy resistance equal to 3 x the length of her sequence that any of the sphere effects targets may possess. If the sphere effect is non-instantaneous, this finisher only affects the affected creatures for the first round.


The chromamancer gains a +2 enhancement bonus to her Strength, increasing by 2 per 6 prodigy levels she possesses. Additionally, whenever the prodigy gains a link within her sequence, the prodigy gains a number of temporary hit points equal to her casting ability modifier (minimum 1). Temporary hit points gained from this imbue can stack with themselves; these temporary hit points are lost when the prodigy’s sequence ends.


Whenever the chromamancer or an ally within close range would be reduced to 0 or fewer hit points, as a free action that can be taken outside of her turn, she may end her sequence to grant a number of temporary hit points equal to her casting ability modifier (minimum 2) x the length of her sequence, which last until the end of her next turn. These temporary hit points are gained before the damage from the triggering ability is applied.



he chromamancer increases all movement speeds she possesses by 5 feet, plus 5 feet per odd link beyond 1st within her sequence. In addition, the prodigy gains a competence bonus on saving throws against effects that would impede her equal to the length of her sequence (such as paralysis, entanglement, Blood Puppet, Hostile Lift, effects that impede movement, etc.).


The chromamancer uses an ability that increases or decreases a creature’s movement speed, grants them a new movement speed, or that moves them to a new square (such as teleportation effects or telekinesis from the Telekinesis sphere), as long as the ability requires at least a standard action to use.


The chromamancer grants an ally a beneficial mind-affecting effect or a bonus to their Wisdom score or Will saves with an ability that requires at least a standard action.


When the chromamancer rolls for initiative, the chromamancer can choose to take a -10 penalty to her initiative, completing this link. Using this opener prevents the chromamancer from using her swift action during her next turn (her first turn of the encounter).




Whenever the chromamancer succeeds on an attack roll or Will saving throw, she gains a +1 morale bonus to such rolls made for the duration of her sequence; this bonus is cumulative with each success, to a maximum bonus equal to the length of her sequence.


The chromamancer uses a polymorph sphere effect or a magic sphere effect that manipulates (or allows you to take on aspects of) the natural environment (such as Nature and Weather sphere abilities, some Fallen Fey fey-blessings and most uses of the Creation sphere alter and create abilities).


The chromamancer gains an insight bonus to all saving throws equal to the length of her sequence against effects that would simultaneously affect one or more of her allies. Additionally, she gains a +1 natural bonus to AC, increasing by 1 per odd number of links within her sequence.



As a free action, the chromamancer chooses a single willing ally that she can see within 60 feet, forcing them to take the total defense action on their next turn (as long as the ally could use a standard action on their turn); completing this (link) component when the ally takes the total defense action. The chosen ally must have at least half as much Hit Dice as the chromamancer does. The chromamancer can only perform this link component once per round.





Use the total defense action.


Grant a bonus to an ally’s armor class or saving throws or grant an ally a miss chance (such as concealment) with an ability that requires at least a standard action.




When the chromamancer attempts a saving throw or skill check and her natural roll is a 4 + half her sequence length or below, she instead treats the natural roll as being 5 + half her sequence length instead.


The chromamancer uses her mystic adaptation ability, as long as it requires at least a standard or move action.


The chromamancer successfully activates a magic item or dismisses a spell using at least a standard action. Alternatively, the chromamancer uses a sphere ability that grants her temporary spell points, as long as the sphere ability uses at least a standard action.




The chromamancer gains spell resistance equal to 10 + twice the length of her sequence.



The prodigy gains one trait that she may apply to the blank form option of shapeshift. This is in addition to any traits otherwise granted by shapeshift. This is a polymorph effect.


The prodigy gains one bearacteristic. Bearacteristics that require additional spell point costs must have the additional cost paid.


The prodigy’s attack actions deal additional bleed damage equal to half her class level. This bleed damage does not stack with itself or other sources of bleed damage unless noted.


The prodigy adds half the length of her sequence (minimum 1) to any aid another or flanking bonuses granted by her Conjuration companion.


When dealing damage to an object, the prodigy may ignore a number of points of hardness equal to her class level. If you possess the ability that allows you to ignore hardness equal to levels in another class, the bonus from this imbue stacks.


As a swift action, the prodigy may litter the ground with created objects, creating difficult terrain in a radius equal to 5 ft. per link in her active sequence within close range. These objects disappear when this (imbue) ends or when it is used again.


The prodigy may create a weapon, armor, or shield, and up to 50 pieces of ammunition. These items follow the normal rules for the create ability. These items disappear when the imbuement ends.


The prodigy becomes the center of a darkness and is unaffected by that darkness. She may spend a move action and any necessary spell points to add a single (darkness) talent to this darkness. This darkness may only benefit from a single (dark) talent at a time; adding one ends the previous talent.


The prodigy adds half her class level to damage rolls as negative energy damage when making an attack action. When this damage is dealt, the prodigy gains a number of temporary hit points equal to the negative energy damage inflicted. These temporary hit points stack with themselves up to twice the prodigy’s class level.


The prodigy adds her class level in damage when making an attack action. The type of this damage matches a blast type she possesses (or bludgeoning if she only possesses the base sphere) and does not stack with the corrosive, flaming, frost, or shock special abilities or similar abilities that add damage of the same type.


The prodigy gains a +1 insight bonus on Reflex saves and AC, +1 per 6 class levels.


The prodigy, a weapon she wields, or a piece of armor or shield that she has equipped gains the benefit of one (enhance) talent that she possesses.


The prodigy gains the benefit of one (fey blessing) talent she possesses.


The prodigy gains the benefits of a consecration. She may spend a move action and any necessary spell points to center a non-instantaneous consecration on herself. She may only have a single consecration active with this ability at a time; beginning one ends the previous talent.


The prodigy gains a 20% miss chance against all attacks.


The prodigy gains fast healing equal to the length of her sequence.


The prodigy sheds bright light per glow. She may spend a move action and any necessary spell points to add a single (light) talent to this glow. This glow may only benefit from a single (light) talent at a time; adding one ends the previous talent.


When the prodigy strikes a creature with an attack action, they gain a dissonance point, which bestows a cumulative -1 penalty to the creature’s caster level, magic skill bonus and magic skill defense. Creatures whose caster level would be reduced to or below 0 are unable to cast spells, spell-like abilities, and sphere effects as if they were inside an antimagic zone. A creature can rid themselves of dissonance points with the use of the restore soul option of the restore ability from Life sphere (treating it as if it was ability damage), or by spending a spell point as a move action to remove 1 point. Dissonance points expire after 1 minute after the last dissonance point is applied on a creature.


When the prodigy succeeds on a combat maneuver or deals damage with an attack action, the target takes a -1 penalty to saves against charm and compulsion effects until the end of the prodigy’s next turn. This penalty increases by 1 every 7 character levels.


All hostile creatures within a 5-ft. radius of the prodigy at the end of their turn takes fire damage equal to the number of links in the sequence and must make a Reflex save or catch on fire, taking 1d6 fire damage per round. This area increases by 5 ft. for every 2 additional links in the prodigy’s current sequence. If a creature is already on fire, each round it remains within this aura, the damage from being on fire increases by 1d6. Affected targets can use a full-round action to attempt to extinguish the flames before taking this additional damage with a successful Reflex save; rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.


The prodigy is shrouded in heavy mist to a 5-ft. radius per link. This mist grants concealment (20% miss chance) from any creature further than 5 ft. away to any creature inside of it. The prodigy is not hindered by the mist.


The prodigy may ignore difficult terrain caused by plantlife (including magical plantlife) and may see unhindered through plantlife up to 30 feet.


The prodigy reduces the ACP of any metal armor she is wearing and of metal shields she has equipped by a number equal to half her level. She also gains an insight bonus to CMD against sunder attempts and saves against effects that target such equipment equal to the length of her sequence.


The prodigy gains a burrow speed of 20 ft. + 5 ft. per 5 class levels.


 The prodigy gains a bonus to armor class vs. ranged attacks equal to the length of her sequence.


The prodigy gains the benefit of one (aegis) talent she possesses and may use her class level in place of her caster level to determine its effects.


The prodigy becomes immune to falling damage. If the prodigy is capable of using telekinesis on himself, whenever the prodigy adds a link to her sequence, she gains a fly speed as the Flight talent until the end of her next turn. Losing a link for any reason removes this fly speed.


The prodigy’s personal time speeds up, allowing her to easily sidestep attacks. The prodigy gains a +1 dodge bonus to AC and a +1 competence bonus to Reflex saves. This bonus increases by +1 per 6 class levels.


All allies within close range gain the benefits of the prodigy’s inspired sequence ability.


The prodigy warps space around himself in a radius equal to 5 ft. per link in her active sequence. The first time each turn a hostile creature attempts to move into a square inside this radius, the creature must make a Will save or treat all squares within the effect as difficult terrain until the start of their next turn.


The prodigy may treat each weather category as 1 step lower, plus an additional step per 7 class levels, to a minimum category of 1.


Hostile creatures within 20 ft. of the prodigy increase their wild magic chance by 10% per link in her active sequence.


As part of casting a sphere ability, the prodigy may end her current sequence to reduce her wild magic chance by 20% per link.



The prodigy may spend an immediate action whenever a hostile creature fails a concentration check (such as when casting defensively) due to an effect originating from the chromamancer.


Whenever the chromamancer perceives an ally rolling a natural 1, or she perceives an enemy rolling a natural 20, she can spend an immediate action to begin her sequence.


As an immediate action, the chromamancer can choose a number of creatures equal to her sequence length, allowing them to spend an immediate action to either attempt an Escape Artist or Strength check to break free of a grapple, or to attempt a new saving throw against an effect impeding their movement. The chosen creatures gain a bonus to their check or saving throw equal to the length of her sequence.




As an immediate action, the chromamancer chooses a number of allied creatures equal to her sequence length she can see. For a number of rounds equal to her sequence length, whenever an ally would suffer damage, they may transfer up to half of that damage to another affected willing ally that they can see. Damage transferred this way may not be resisted or redirected further, and only one creature can transfer this damage. This finisher can be used in response to an ally taking damage, allowing the damaged ally to benefit from this finisher ability.












As an immediate action when making a saving throw, the prodigy may gain an insight bonus on the save equal to her sequence length. (Reminder: insight bonuses do not stack, such as this and the imbue ability above.)











When taking damage, the prodigy may spend an immediate action to reduce the damage taken by her casting ability modifier times the length of her sequence.


After dealing damage to or succeeding on a combat maneuver against a creature with an attack action, the prodigy may use the hostile lift function of the telekinesis ability on that creature as an immediate action. If successful, the prodigy may attempt to make a single attack using that creature as a bludgeon, moving it up to her telekinesis speed. The telekinesis ends after a number of rounds equal to half the length of the sequence (minimum 1 round). A creature is allowed to make Will saves to end the effect early as normal. The sequence must be at least one link long per size category of the target above Diminutive (1 link = Tiny, 2 links = Small, 3 links = Medium, etc.).






Every creature has a finite amount of essence in their being, referred to as an essence pool. While essence is not typically expended when veils or other akashic effects are activated, a given creature can only devote a certain amount of their essence to any particular function. This is done by investing the essence into the chosen receptacle, which could be a veil, akashic feat, or other ability. Unless otherwise noted, investing or reallocating essence to or from a valid receptacle is a swift action.


As a swift action, you can spend any number of spell points to gain half that many points of temporary essence (rounded down, minimum 0). You may only ever have a total amount of temporary essence using this ability at any time equal to your caster level with this sphere. These points of temporary essence persist until you rest to recover your spell points.

Additionally, as a swift action, you can choose to burn any number of points of temporary essence granted by this ability to gain a number of temporary spell points equal to the amount of temporary essence burned. These temporary spell points last for 1 minute.



As a swift action, the chromamancer may force a number of creatures equal to her sequence length within close range to succeed at a Will saving throw or suffer a -2 penalty to attack rolls, ability checks, skill checks, and AC for a number of rounds equal to the length of her sequence. This is a mind-affecting effect.






As a swift or move action, all allies and objects (except objects attended by hostile creatures) within close range gain fast healing 5 for a number of rounds equal to the length of her sequence. Any excess healing granted by this fast healing becomes temporary hit points that last as long as the fast healing does.
















As a swift action, the prodigy may force a creature within close range to suffer a penalty on all d20 rolls equal to the length of her sequence until the start of the prodigy’s next turn.


As a swift action, the prodigy may become difficult to spot, as the invisibility effect of the Suppression (glamer) talent, for a number of rounds equal to the length of her sequence.









If the prodigy has a sequence of at least three links, she may target a hostile creature within close range that she has dealt damage to or that has failed a save against a sphere effect cast as part of her active sequence as a swift action. All other creatures and objects are momentarily frozen in time. The prodigy and the targeted creature gain a number of rounds equal to the length of the sequence divided by 3. A successful Will save negates this effect, preventing either creature from gaining any rounds. During this time, they cannot affect any creature or object not subject to this effect, but may affect themselves and each other. Non-instantaneous effects cast during this time end when this effect ends. Creatures and attended objects other than the prodigy and the targeted creature may not in any way be affected by any actions taken during this apparent time. The prodigy cannot activate this finish while affected by another instance of it.



If the prodigy has a sequence of at least three links, she may target a hostile creature within close range that she has dealt damage to or that has failed a save against a sphere effect cast as part of her active sequence as a swift action. The prodigy and the targeted creature are shunted to a private, empty demiplane of normal characteristics (air, normal gravity, normal magic, normal time, and no alignment or magic traits) for a number of rounds equal to the length of the sequence divided by 3. This plane is featureless and loops in on itself, having a radius equal to the prodigy’s close range and cosmetic features of the prodigy’s choosing. The prodigy and the target appear a distance apart equal to their distance when this ability is activated. A successful Will save negates this effect. The prodigy cannot activate this finish while affected by another instance of it.




At 2nd level, as part of starting a sequence, the prodigy may infuse himself with mystic energy tied to one magic sphere she possesses. Only a single imbue ability may be applied at a time, though the imbuement may be changed as a swift action. If the sequence ends or the prodigy changes the imbuement, any benefits of the imbuement are lost immediately. Each imbuement also unlocks the (finish) ability or abilities tied to the same sphere. If an ability has a range or save DC, it is defined based on the prodigy’s caster level with that sphere. Imbuement effects do not cost spell points or require concentration unless noted. Beginning an imbuement or activating a finisher are sphere effects, though neither provokes attacks of opportunity.







As a swift or move action, all allies and objects (except objects attended by hostile creatures) within close range gain fast healing 5 for a number of rounds equal to the length of her sequence. Any excess healing granted by this fast healing becomes temporary hit points that last as long as the fast healing does.











As a move action, the prodigy may reanimate 1 valid target within close range for a number of rounds equal to the length of her sequence. She may instead reanimate a number of targets equal to the length of her sequence for a number of rounds equal to her casting ability modifier as a full-round action.




As a move action, the prodigy can animate one object per the Animate Object talent for a number of rounds equal to the length of her sequence.





As a move action, all allied creatures within close range heal a number of hit points equal to the prodigy’s casting ability modifier multiplied by the number of links in her sequence.


As a move action, the prodigy can emit a blinding flash. All creatures within up to a 5 ft. plus 5 ft. per link in the prodigy’s active sequence radius must make a Reflex save or be blinded for a number of rounds equal to half the length of the sequence (minimum 0). The prodigy may exclude herself from this effect.




The prodigy may cast a single geomancing effect with its normal action, gaining an insight bonus on the caster level equal to the length of her sequence. (Note: As an insight bonus, this does not stack with the bonus from inspired sequence.) Additionally, the spell point cost is reduced by 1 (minimum 0).





As a move action, the prodigy may grant a number of allies within close range equal to half the length of her sequence the ability to immediately make a bonus attack at their highest base attack bonus. If not used immediately, this bonus attack is lost.


Once per turn, as a move action the prodigy can choose to teleport up to 5ft. + 5 ft. per link in her current sequence.


As a move action, the prodigy may target a number of willing creatures equal to the length of her sequence, freely swapping their places. Each target must end in a square that was previously occupied by one other target. All creatures must be within the prodigy’s teleport range.







As a 5 link finisher, the chromamancer can choose a single creature as a standard action, infusing the target with joy for a number of rounds equal to half her sequence length. For the duration of this effect, whenever the target rolls a d20, they may roll twice and take the highest result.


As a 5 link finisher, as a standard action, the chromamancer can choose a number of creatures equal to her sequence length, forcing them to succeed at a Will saving throw or become shaken for 1d4+1 rounds. While shaken in this way, the creature suffers an additional penalty to Dexterity-, Intelligence-, and Charisma-based ability checks and skill checks equal to her sequence length, and is considered as being under violent motion for casting.


As a 3-link finisher, as a standard action (or as part of casting a magic sphere effect using at least a standard action), the chromamancer chooses an ongoing area-based magic effect within line of sight, line of effect and within 60 feet, granting it the benefits of the Widen Spell metamagic feat (increase the area of the effect by 100%) at no additional cost.

As a 5-link finisher, as a standard action the chromamancer chooses a creature she can see, increasing its size by one step for 2 rounds, or by two steps when used as a 7-link finisher. This size increase is not a polymorph effect (and may be used on a creature under a polymorph effect) but does not stack with other size changes the target may be affected by. The size bonuses granted by this ability are as the Size Change Alteration sphere talent.


As a 5-link finisher, as a standard action, the chromamancer chooses a number of creatures equal to her sequence length she can see, forcing them to succeed at a Will saving throw or be unable to take hostile actions for a number of rounds equal to her sequence length. A creature can attempt a new saving throw at the end of their turn to negate this effect or whenever a creature takes a hostile action towards them, but even if they succeed, they must always attempt to deal nonlethal damage with their attacks until the duration expires. This is a mind-affecting emotion effect.


All hostile creatures within close range of the chromamancer must succeed at a Will saving throw or become fascinated or confused (her choice) for a number of rounds equal to her sequence length. While suffering from either condition, the affected creatures treat the chromamancer as one of their closest allies for the duration, and even when confused does not attack her, attacking the next nearest creature or simply itself (unless the chromamancer would attack them, in which case the condition is removed). This is a mind-affecting effect, and activating this finisher requires a standard action.


As a 5-link finisher the chromamancer can activate as a standard action, enemies treat the chromamancer as being 15 feet further away from them for the purposes of sphere effects and supernatural abilities that target them and are dependant on range (but not area of effect), plus 5 feet per link beyond 5, for a number of rounds equal to her sequence length.



As a standard action, the prodigy sprouts tentacles, allowing her to make one trip combat maneuver per link in her sequence against creatures within close range. No one creature may be targeted by more than one trip attempt.


As a standard action,the prodigy may summon a mass of bears, trampling and mauling all creatures in a line 10-ft. wide by 10-ft. long per link in her sequence. Creatures in this area must succeed on a Reflex save or be knocked prone and take 1d6 bludgeoning and slashing damage per character level.


As a standard action, the prodigy may extract blood constructs (as the Extract Blood Construct talent) from a number of creatures equal to the length of her sequence. Multiple small constructs may be combined to form a larger one. These constructs disappear after a number of rounds equal to the length of her sequence.


As a standard action, the prodigy may summon a number of copies of a Conjuration companion equal to the number of links in her sequence. Each copy appears within close range and makes a single attack. A single creature cannot be targeted by more than half the duplicates. After resolving the attack, the duplicates disappear. Damage dealt to and effects imposed on the duplicates have no effect on the base companion. These temporary copies do not grant flanking bonuses to other creatures, though may benefit from them.


As a standard action, the prodigy may create a number of objects equal to the length of her sequence within her create range. Each object is of the largest size she can create. If the prodigy possesses the Larger Creation talent, she may spend a spell point to be able to create larger objects per that talent. These objects disappear at the beginning of her next turn. No one creature may be targeted by a number of objects greater than half the length of the sequence.


As a standard action, the prodigy may create a darkness centered on himself that extends out to long range, applying (dark) talents as normal. This effect moves with her and lasts for a number of rounds equal to the length of her sequence. The prodigy is unaffected by this darkness.



As a standard action, the prodigy may create a burst centered on himself with a radius of up to 5 ft. per link in the sequence. This burst matches one (blast type) talent available to the prodigy, dealing one die of damage per class level as well as any additional effects of the (blast type) talent. If the selected (blast type) carries a spell point cost, the prodigy must pay this cost. The prodigy may exclude himself from this burst.
Errata: A Reflex save negates the effect of an Explosive Finish. (Per conversation with Author)




As a standard action, the prodigy may force a number of creatures equal to her sequence length within close range to make Reflex saves or be blinded for a number of rounds equal to the half the length of the sequence (minimum 0).


As a standard action, the prodigy may force a number of creatures equal to her sequence length within close range to make Will saves or be frightened for a number of rounds equal to the length of the sequence.






As a 3 link finisher, the prodigy may make a special attack action to implode a creature’s dissonance points. Doing so deals damage as normal, and forces the creature to attempt a Fortitude save. On failure, the creature suffers 1d8 untyped damage for each dissonance point they have, and all dissonance points are removed. If the sequence has at least 7 links, the creature additionally loses 1 spell point (if they have any) for each dissonance point they had.


As a standard action, the prodigy may attempt to dominate the mind of a creature within close range. This functions as the powerful charm ability of the Command talent. The prodigy need not concentrate on this effect and the duration is a number of rounds equal to half the length of the prodigy’s sequence (minimum 0 rounds).


The prodigy may cast a single geomancing effect with its normal action, gaining an insight bonus on the caster level equal to the length of her sequence. (Note: As an insight bonus, this does not stack with the bonus from inspired sequence.) Additionally, the spell point cost is reduced by 1 (minimum 0).







As a standard action, the prodigy may call down one bolt of lightning per link, each targeting a creature or square within control weather range. No creature or square may be targeted by more than one bolt. Each bolt does 1d6 electricity damage per class level. A successful Reflex save negates this damage.


As a standard action, the prodigy may make a bullrush attempt against all creatures in a line 10 ft. per link long and 5 ft. per link wide. The prodigy uses her caster level plus her casting ability modifier in place of her base attack bonus plus her Strength modifier for making this check.



The prodigy may open her mind to a flash of insight, temporarily discovering skills she didn’t know she had. At 2nd level, as a standard action, the prodigy may grant himself the benefit of any one magic talent or combat talent she doesn’t possess. This effect lasts for 1 minute. The prodigy must possess that talent’s base sphere and meet any prerequisites (if an advanced talent). The prodigy may use this ability a number of times per day equal to 3 + 1/2 her class level. Multiple uses of this ability do not stack. If the prodigy uses this ability again before the previous duration has expired, it replaces the previous use.

 

Mystic Adaptation (Ex)

At 2nd level, the chromamancer may gain magic talents from spheres she possesses and metamagic feats for which she qualifies with her adaptation ability. She may not gain combat talents.

This alters adaptation, improved adaptation, greater adaptation, share adaptation, master adaptation, grandmaster adaptation, and perfect prodigy.














As a full-round action, the prodigy may make an attack action. If this attack action deals damage to a creature or object, the prodigy may spend a spell point to force the target to succeed on a Fortitude save or be turned to stone for a number of rounds equal to half the length of the sequence. Creatures turned to stone by this ability may make a new save each round to end the effect early, but are staggered for the remainder of the effect.



As a move action, the prodigy may reanimate 1 valid target within close range for a number of rounds equal to the length of her sequence. She may instead reanimate a number of targets equal to the length of her sequence for a number of rounds equal to her casting ability modifier as a full-round action.



















Spell Primer:

Whenever Marie casts a spell, there's a 10% chance that she'll trigger a wild magic effect. So if the d100 is 10 or less, roll again and use the result of that to look up the wild magic table for whatever sphere she's using. For example, if she's casting a cure spell of the life sphere, and she rolls a 7 on the first d100, then she'd roll again for say a 42 and reference the wild magic table at the bottom of the life sphere's page on the wiki.

Now for the confusing part. Flexing talents. Basically, the whole idea of Marie's build is that she can cast spells that she doesn't normally know by temporarily gaining knowledge of certain spheres and talents. She can do this in a number of ways. The all-day access method is to shape one of the sphereshaper's veils, which grant access to a sphere. Most days she'll have Alterator's Touch (https://libraryofmetzofitz.fandom.com/wiki/Alterator%27s_Touch), for example, to improve her mundane weaving abilities. But she can alternatively shape any veil from either of these two lists:
http://spheresofpower.wikidot.com/sphereshaper-veils
https://libraryofmetzofitz.fandom.com/wiki/Sphereshaper_Veil_List
And when she does, she can select an additional bonus talent from that sphere. So for example, she could shape Shaded Spirit (https://libraryofmetzofitz.fandom.com/wiki/Shaded_Spirit) to gain access to the dark sphere and then take a talent like Shadowed Mien. You can ignore the bind effect for these veils, and whenever it discusses essence, you can assume she has 1 invested. These benefits last all day, so it's good to pick up a sphere/talent this way that she'll need to use continuously throughout the day.

The default, round-by-round method of flexing is for her to do an Inspired Surge, where she basically accepts +100% wild magic chance for access to a talent from a sphere she already knows. This is the most limited flexing ability she has, but she can use it at will, so it's a great way to shore up some abilities (like getting access to advanced Life sphere talents to remove bad wild magic results). The +100% wild magic chance means that she's guaranteed to roll on the wild magic table for whatever spell she's casting, and there's a 10% chance that she'll have to roll on the major table instead:
 
 
Additionally, she has 1 shadow point that she can spend to give herself access to new talents or spheres. This can be used in conjunction with any of the flexes above, but she only has the 1 point per day and it costs a point each time she does so (though she can trade spell points for more shadow points). This gives her access to Alteration, Conjuration, Creation, Dark, Death, Destruction, Enhancement, Light, Nature, Protection or Weather sphere for 1 minute (or until she spends another shadow point).  Note that until she gets Emulation Expert next level, these effects only count as illusion sphere effects, so talents gained through shadow flexing can't serve as prerequisites for other flexes (yet).

Finally, Marie can use her Adaptation class feature to flex into a talent as a standard action.  This is her second most limited form of flexing, as she can only do it 4 times per day and she must flex into a talent from a sphere she already knows.  Otherwise, it's not a bad method to flex, particularly if time is not an issue, so she usually reserves this for out-of-combat puzzle-solving.  Another upside of this is that she can flex into metamagic feats, so it might help her get out of some tight spots.
 
Ideally, this means that she can reach four talents deep into most spheres, but, in practice, she'll only be able to flex one or two talents deep into any given sphere. That's enough to pull off things like that Death sphere Control Undead talent, but not most advanced talents, for example.
 
Generally, she's a 1st level caster with DC 15 spells and 7 Spell Points. Not all spells require spell points, but when in doubt, assume they cost 1 SP. She gets a +2 CL for Illusion spells and that increases their DC to 16.  MSB is +2, MSD is 13, and Concentration is +7.

Sequencing:

The other tricky part of Marie's build is her sequencing abilities.  As a Chromamancer Prodigy, Marie can assemble little step-by-step combat-only combos called sequences.  These include an opening paired with an imbue, up to 4 links, and a finisher.  For each sequence, she basically chooses a sphere and a color.  The openers, imbues, links, and finishers must be chosen from either those available to that sphere or that color.  She can't change the color once she's started a sequence (without terminating it), but she can change the associated sphere as a swift action.  Typically it's best to pair offensive spheres (like destruction) with defensive colors (like blue) or vice versa with defensive spheres (like protection) with offensive colors (like red).  This gives her the option of choosing either an offensive or defensive finisher, depending on the needs of the moment.  She does need to have access to the sphere to use it in a sequence.  She always has access to all the colors, however.

Most parts of a sequence can be combined with other actions, and the  finishers are usually the payoff for jumping through all the previous hoops.  Generally, sequences are stronger the more links she maintains, so Marie's most powerful effects usually come into play after a few rounds of combat.  When she chooses an opening, she also chooses an imbue, which usually grants an ongoing bonus for the length of the sequence.

One of Marie's most powerful abilities is the Fast Magics link, which allows her to cast a sphere spell as a move action.  She can't cast two spells from the same sphere in the same turn, but otherwise she's free to mix things up, so this is a good way to build her sequences while making the most of her action economy.