Spectrum Manipulator

Those who study Chrono sometimes find themselves limited by the constraints of magic formulae, spell incantations, and anything that effectively distills Chrono into a “usable” and “safe” state. While research into raw Chrono is not forbidden by any means, these spectrum manipulators delve far deeper into these unrefined arts, and they are regarded as equally reckless and unpredictable as the power they claim to command. Though they do not wholly neglect their studies of conventional magic, they focus their efforts on using Chrono in its natural, volatile state – substantially more dangerous, but imbuing spectrum manipulators with a unique power unlike any other. As raw Chrono is difficult to command, spectrum manipulators focus on creating barriers and walls of Chrono, the effects of which depend on what aspect of the Chrono spectrum the manipulator is drawing upon.
Hit Die: d6.
Requirements:
To qualify to become a Spectrum Manipulator, a character must fulfill all the following criteria.
Skills: Knowledge (Chrono) 12 ranks, Spellcraft 12 ranks.
Feats: Greater Spell Focus in at least one non-Necromancy school of magic.
Spells: Able to cast 4th level or higher spells.
Special: Must not be a Wizard with a specialization school of Necromancy.
Level	BAB 	Fort.	Reflex.	Will	Special	Spells per Day/Spells known
1st 	Chrono Barrier 1/day, Warded Spells, Violet Aspect	 	 	 	 	
2nd 	Dismantlement +2, Indigo Aspect 	 	 	 	 	
3rd 	Chrono Barrier 2/day, Blue Aspect 	 	 	 	 	
4th 	Reactive Barrier, Green Aspect 	 	 	 	 	
5th 	Chrono Barrier 3/day, Yellow Aspect 	 	 	 	 	
6th 	Dismantlement +4, Double Aspect, Orange Aspect 	 	 	 	 	
7th 	Chrono Cross, Red Aspect, Chrono Barrier 4/day 	 	 	 	 	
== Class Features ==
All the following are class features of the Spectrum Manipulator prestige class.
Weapon and Armor Proficiencies: Spectrum Manipulators gain no proficiency with any weapon or armor.
Spells per Day/Spells Known:
 At each level, a Spectrum Manipulator gains new spells per day (and 
spells known, if applicable) as if they had also gained a level in a 
spellcasting class to which they belonged before adding the prestige 
class level. They do not, however, gain any other benefit a character of
 that class would have gained (such as the bonus feat sometimes gained 
by a wizard). If they had more than one spellcasting class before 
becoming a Spectrum Manipulator they must decide to which class to add 
each level for the purpose of determining spells per day and spells 
known. 
==== Chrono Barrier (Sp) ====
A Spectrum 
Manipulator can create a barrier made of raw Chrono. They can choose one
 aspect that they know (see below) to empower the barrier. A barrier 
lasts for a certain amount of time as indicated in its description, 
unless it is dismissed as a standard action that does not provoke an 
attack of opportunity. The save DC for a manipulator’s barrier is equal 
to 18 + their primary spellcasting ability modifier. The spell level of a
 barrier depends on which aspect is empowering it. When they create a 
barrier, they can choose one of three types.
===== Personal =====
This barrier is a 
sphere whose diameter is equal to a manipulator’s space (5 feet for 
Small or Medium creatures, 10 feet for Large, and so on) and 
encapsulates the manipulator. It moves with the manipulator, but they 
cannot force another creature to pass through it (for example, by 
attempting to grapple an enemy). If they do force a creature to pass 
through, the barrier has no effect on that creature. Any creature 
striking them with a melee weapon or natural attack is subject to the 
aspect’s effect (although creatures using reach weapons are not). The 
barrier provides concealment to the manipulator, but they can see out 
without hindrance. It lasts for 1 minute per level or until dismissed.
===== Wall =====
This barrier takes 
the form of a wall, up to 10 feet long and 5 feet high per Spectrum 
Manipulator class level. For example, a 3rd-level manipulator could 
create a barrier wall 30 feet long and 15 feet high. The wall can be 
made smaller, but it is not otherwise shapeable. The wall must begin 
within 30 feet of the manipulator, but can extend beyond that distance. 
The wall is immobile once created. A manipulator may choose to make 
crossing through the wall in one direction safe. In any event, they can 
pass through their own barrier wall with no danger. This barrier 
provides concealment to creatures on either side. It lasts for 10 
minutes per level or until dismissed.
===== Area =====
An area barrier 
affects a manipulator’s space and all adjacent squares (a sphere 15 feet
 in diameter for a Small or Medium manipulator, 20 feet in diameter for a
 Large manipulator, and so on). Any creature who remains adjacent to the
 manipulator gains the benefit of the barrier’s protection, even if part
 of its body lies outside the sphere.  Moving out of the barrier 
(stepping away from the manipulator) is completely safe, but anyone 
attempting to enter the barrier--even someone who was formerly inside it
 and left--becomes subject to the effects of the chosen aspect. The 
barrier moves with the manipulator, but they cannot force another 
creature to pass through it (for example, by moving adjacent to an 
enemy). If they do force a creature to pass through, the barrier has no 
effect on that creature. This barrier provides concealment to all within
 from creatures outside, but anyone inside the barrier can see out 
without hindrance. It lasts for 1 minute per level or until dismissed.
==== Aspects ====
When a manipulator 
creates a barrier, they must choose and empower the barrier with any one
 aspect they know how to manipulate. These aspects each represent a 
school of magic and color of Chrono. A manipulator’s caster level for 
these aspects is equal to their caster level. If the manipulator has 
Spell Focus or Greater Spell Focus in the aspect’s respective school of 
magic, the effects of the aspect upon the barrier is more pronounced, 
with the exception of the orange and red aspects. If the manipulator is a
 non-universalist wizard, they are considered to have Spell Focus in 
their specialization school for this purpose if they do not already have
 it. If they do, they are also considered to have Greater Spell Focus in
 their specialization school. An effect suffered from crossing an 
aspected barrier lasts a number of rounds equal to the manipulator’s 
class level unless otherwise specified.
===== Violet Aspect =====
The first aspect a 
manipulator learns to manipulate is the violet aspect, the color of 
divination. A barrier imbued with this aspect grants those within its 
protection a form of limited foresight, granting a luck bonus to AC 
equal to the manipulator’s class level. A creature crossing a violet 
aspected barrier receives a grim vision of one of their possible futures
 and must make a will save to avoid becoming shaken. If the manipulator 
has Spell Focus (Divination), the AC bonus is increased by +2 and a 
crossing creature must instead make a will save to avoid becoming 
frightened. If the manipulator also possess Greater Spell Focus 
(Divination), the AC bonus is increased by an additional +2 and a 
creature crossing the barrier must instead make a will save to avoid 
becoming panicked. A barrier with this aspect is the equivalent of a 
4th-level spell and is destroyed by an evocation or necromancy spell of 
4th-level or higher (which is negated in the process).
===== Indigo Aspect =====
At 2nd level, a 
manipulator learns how to enhance their barrier with indigo chrono, the 
color of abjuration. A barrier imbued with this aspect grants those 
within its protection resistance to hostile magic, granting a bonus to 
saves against magical effects originating from outside the barrier equal
 to half of the manipulator’s class level. A creature crossing an indigo
 aspected barrier has their magic turned against them and must make a 
will save to avoid having their highest-level remaining spell slot 
subsumed by the barrier. A spell slot subsumed by the barrier is lost 
for the day, as if the creature had cast it normally, and the creature 
takes damage equal to the level of the subsumed spell slot. This effect 
is instantaneous. If the manipulator has Spell Focus (Abjuration), the 
save bonus is increased by an additional +1 and a creature crossing the 
barrier has an additional highest-level spell slot subsumed. If the 
manipulator also possess Greater Spell Focus (Abjuration), the save 
bonus is increased by an additional +1 and a creature crossing the 
barrier has an additional highest-level spell slot subsumed. A barrier 
with this aspect is the equivalent of a 5th-level spell and is destroyed
 by an evocation or necromancy spell of 5th-level or higher (which is 
negated in the process).
===== Blue Aspect =====
At 3rd level, a 
manipulator learns how to enhance their barrier with blue chrono, the 
color of illusion. A barrier imbued with this aspect grants those within
 its protection a number of mirror images, as the spell of the same 
name, equal to the manipulator’s class level. A creature crossing a blue
 aspected barrier must succeed on a will save to avoid being subjected 
to clouded vision, causing all other creatures to effectively have total
 concealment. If the manipulator has Spell Focus (Illusion), an 
additional mirror image is summoned for each creature within the 
barrier’s protection and a creature crossing the barrier must instead 
succeed on a will save to avoid treating all other creatures as having 
invisibility (as the spell of the same name). If the manipulator also 
has Greater Spell Focus (Illusion), an additional mirror image is 
summoned for each creature within the barrier’s protection and a 
creature crossing the barrier must instead succeed on a will save to 
avoid treating all other creatures as having greater invisibility (as 
the spell of the same name). A barrier with this aspect is the 
equivalent of a 6th-level spell and is destroyed by a transmutation or 
necromancy spell of 6th-level or higher (which is negated in the 
process).
===== Green Aspect =====
At 4th level, a 
manipulator learns how to enhance their barrier with green chrono, the 
color of enchantment. A barrier imbued with this aspect grants those 
within its protection (if not a wall) the effects of the spell good 
hope. A creature crossing a green aspected barrier must succeed on a 
will save to avoid being affected by crushing despair, as the spell of 
the same name. If the manipulator has Spell Focus (Enchantment), the 
effects of the good hope spell increase to +3 and a creature crossing 
the barrier must instead succeed on a will save to avoid being affected 
by hold person. If the manipulator also has Greater Spell Focus 
(Enchantment), the effects of the good hope spell increase to +4 and a 
creature crossing the barrier must instead succeed on a will save to 
avoid being affected by dominate person. A barrier with this aspect is 
the equivalent of a 6th-level spell and is destroyed by a conjuration or
 necromancy spell of 6th-level or higher (which is negated in the 
process).
===== Yellow Aspect =====
At 5th level, a 
manipulator learns how to enhance their barrier with yellow chrono, the 
color of conjuration. A barrier imbued with this aspect grants those 
within its protection (if not a wall) the ability to teleport a number of feet equal to five times the manipulator’s class level as a movement action. A 
creature crossing a yellow aspected barrier must succeed on a will save 
to avoid being teleported to a square of the manipulator’s choice within
 30 feet. If the manipulator has Spell Focus (Conjuration), the 
teleportation range for creatures within the barrier’s protection 
increases by ten feet and the teleportation range for creatures crossing
 the barrier increases to 50 feet. If the manipulator also has Greater 
Spell Focus (Conjuration), creatures within the barrier’s protection are
 also affected by greater mage armor (as the spell) and the teleportation range 
for creatures crossing the barrier increases to 60 ft, and they arrive 
at their destination prone. A barrier with this aspect is the equivalent
 of a 6th-level spell and is destroyed by an enchantment or necromancy 
spell of 6th-level or higher (which is negated in the process).
===== Orange Aspect =====
At 6th level, a 
manipulator learns how to enhance their barrier with orange chrono, the 
color of transmutation. A barrier imbued with this aspect grants those 
within its protection (if not a wall) the ability to use alter self 
at-will, using the manipulator’s caster level. However, due to the 
volatile nature of orange chrono, the effects of the alter self spell 
are not under the creature’s control. It is up to the DM to determine 
what effect the spell has. The effects of the alter self persist beyond 
leaving the barrier’s protection for the normal duration of the spell, 
but the ability to use alter self does not. A creature crossing an 
orange aspected barrier must succeed on a fortitude save to resist the 
mutating effects of orange chrono. On a failed save, the creature is 
transformed in a negative fashion according to the DM’s whims. Due to 
the volatile nature of orange chrono, the orange aspect is not affected 
by the manipulator’s spell focus feats. A barrier with this aspect is 
the equivalent of a 7th-level spell and is destroyed by an illusion or 
necromancy spell of 7th-level or higher (which is negated in the 
process).
===== Red Aspect =====
Upon reaching the 
seventh and final level, a manipulator learns how to enhance their 
barrier with the seventh and final color, red chrono -- the color of 
evocation. A barrier imbued with red chrono crackles and churns 
uncontrollably, lashing out at those who get too near. Projectile 
attacks cannot penetrate a barrier imbued with red chrono. This includes
 arrows, bolts, bullets, and ray spells, but not other spells that do 
not require an attack roll. A creature crossing a red aspected barrier 
takes 100 points of untyped damage as the chrono ravages their body 
(reflex save for half). Due to the volatile nature of red chrono, the 
red aspect is not affected by the manipulator’s spell focus feats. A 
barrier with this aspect is the equivalent of an 8th-level spell and is 
destroyed by a divination or necromancy spell of 8th-level or higher 
(which is negated in the process).
==== Warded Spells (Ex) ====
A manipulator’s 
focus on protective spells allows them to fortify their favored spells 
against counterspells. A manipulator can add their class level to the DC
 to dispel any spell or effect they create of a school they have Greater
 Spell Focus in.
==== Dismantlement (Ex) ====
Due to their study
 into the art of creating magical barriers, a manipulator learns how to 
defeat them more easily. At 2nd level or higher, they gain a +2 bonus on
 caster level checks to counter or dispel abjuration spells. At 6th 
level, this bonus increases to a +4 bonus.
==== Reactive Barrier (Sp) ====
At 4th level, a 
manipulator learns to create a barrier (see above) in response to an 
attack. They can raise a barrier as an immediate action, after an 
opponent begins an action but before it is completed. For example, if 
they see an enemy warrior charging them, they can raise a barrier to 
protect themselves. The opponent can choose to continue the charge 
through the barrier or halt outside it. The results from the barrier are
 resolved first should the charging assailant continue to charge.
==== Double Aspect ====
At 6th level or 
higher, a manipulator can imbue their Chrono Barrier with two types of 
chrono whenever they create a barrier. This still only uses one daily 
use of their barrier ability. The less volatile effect (progressing from
 violet to red) is always considered to be on the “outside” of the more 
volatile effect, so a doubly aspected barrier consisting of a blue 
chrono aspect and a green chrono aspect would subject any creature 
passing through to the blue veil first, followed by the green veil. To 
negate the entire barrier, the outermost aspect must be negated before 
the inner aspect can be negated.
==== Chrono Cross (Sp) ====
At 7th level, a 
manipulator learns the secret of Chrono Cross. Once per day as a 
standard action, they designate one creature within 60 feet and turns 
magical effects currently affecting the creature against it. This effect
 functions like a targeted Greater Dispel Magic, except that for every 
spell or effect negated on the target, the effect of one chrono aspect 
(see above) is visited on the victim as if the subject had crossed it. 
The chrono aspects proceed through the spectrum from violet to red, with
 one aspect activated per spell or effect negated. Thus, a creature with
 three spells or effects negated would be subject to the effects of the 
violet, indigo and blue aspects.The subject is still entitled to the 
normal saving throws allowed by each aspect. This ability is the 
equivalent of a 9th level spell.Category:Homebrew
Category:No Spoilers