Marie Primer+Standard Actions





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.