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 action, the chromamancer can increase her wild magic chance by 100% for the next sphere effect she casts, completing the (link) as long as she casts the sphere effect on the same turn as she uses this link.
As a swift action, the chromamancer may add a single casting drawback to herself that remains for the duration of her sequence, choosing from the following drawbacks: Center Of Power, Coy Caster, Draining Casting, Skilled Casting, Substantial Magic, Terrain Casting, Unstable Storage, or Vulnerable Caster, completing this (link). Any effects of the drawback that the chromamancer suffers still persist even after her sequence ends. Other drawbacks may be added at the GMs discretion, but consideration should be taken to ensure that the drawback chosen is appropriately hindering the chromamancer. The chromamancer can only use this link when their current sequence is 2 or less.
he chromamancer can spend a swift action to attempt a Knowledge check to recall information about a creature’s abilities; she completes this (link) if she succeeds. The chromamancer can use this ability even if she has previously recalled information about a creature’s abilities, but does not receive any additional information. She cannot use this ability in combination with similar abilities, such as the Scout sphere scout ability.
As a swift action, the chromamancer can halve her caster level (rounded down, minimum 0) for the next sphere effect she casts that requires at least a standard action to cast, completing the (link) as long as she casts the sphere effect on the same turn as she uses this link. If this would reduce the sphere effects caster level to 0 or below, the effect fails and any spell points used are lost.
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 chromamancer can choose to treat herself as having no allies for the purposes of her abilities, and does not count as an ally for the purposes of flanking and similar battlefield positioning for the duration of her sequence. If she does so, she completes this (link).
The chromamancer can only use this link when their current sequence is 2 or less.
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.