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.
Whenever the chromamancer casts a sphere effect with a duration longer than instantaneous or 1 round, she can reduce its duration to 1 round, plus 1 round per 5 prodigy levels she possesses, or 1 round if the effect would have the same duration already, to complete this (link). The sphere effect cast must require a standard action or longer to cast.
As a free action, the chromamancer removes all temporary hit points she possesses to complete this (link) (minimum equal to 1/2 her prodigy level). If she does so, the chromamancer cannot gain temporary hit points from the same sources that were removed until her sequence ends.
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.
Whenever the chromamancer grants a reroll to an ally’s attack or saving throw made against a harmful effect originating from a hostile creature, she completes this (link). The chromamancer can only gain one (link) this way each round.
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).
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.
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.
The chromamancer uses an ability that grants temporary hit points, or creates or summons a creature under the chromamancer’s control (such as animating an object, reanimating a corpse, etc.) that requires at least an immediate action.
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.
As a free action at the start of her turn, the chromamancer can halve each of her movement speeds as a free action for the duration of her sequence, completing this (link). The chromamancer can only use this link when their current sequence is 2 or less.
The chromamancer chooses an effect as a free action that grants her a morale bonus, changing those bonuses to instead be penalties for the duration of her sequence (even if the effect would end sooner) to complete this (link).
Whenever the chromamancer discharges a sphere effect as an immediate action for a benefit, she completes this (link). This includes a Destruction sphere Energy Satellite, a Fate sphere motif, a Protection sphere succor, etc.
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.
The chromamancer delays her initiative count to 0 (choosing to delay their turn until the end of the initiative order). The chromamancer’s initiative count must not be last in the initiative order to use this link.
As a free action, the chromamancer can willingly halve all damage she deals for the duration of her sequence to complete this (link). The chromamancer can only use this link when their current sequence is 2 or less.
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 successfully feints a creature or uses an ability that causes a creature to lose their Dexterity modifier to their AC, as long as the ability requires at least a move action to use.
Whenever the chromamancer is granted a saving throw against a non-harmless effect originating from a hostile creature (and she was not already subject to the effect), she can choose to willingly fail the saving throw as a free action that can be taken outside of her turn once per round to complete this (link). The hostile creature must have a CR of at least half your character level (rounded down, minimum 1/2).
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.