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).
The chromamancer rolls a natural 20 on any action that costs a swift action or longer.
The chromamancer uses the withdraw action, or a teleportation effect to teleport a distance further than close range for the effect, as long as the effect is moving the chromamancer away from an enemy (or in the instance of multiple groups of enemies, moving away from an enemy that poses the largest threat to the chromamancer).
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.