Color Pool
- Name
- Color Pool
- Cooldown
- at-will
- Action
- swift
- Range
- ranged
- Area
- circle 1/rank
- Special
- concentration
- Save
- varies by color
- Duration
- concentration
- Power
- color
- Class
- warlock
- Category
- Control, Support
At-will, swift, ranged, circle 1/rank, concentration; you create a pool of a chosen color (per your palette), which has various effects upon any creatures within it.
When prompted to roll a die, roll:
| Rank | Die |
|---|---|
| 1 | 1d4 |
| 2 | 1d6 |
| 3 | 1d8 |
| 4 | 1d10 |
| 5 | 1d12 |
Red
| Die Roll | Effect |
|---|---|
| 1 | 50% of physical effects in or out are negated, speed halved |
| 2 | 50% of physical energy in or out (fire, lightning, frost, acid, etc) are negated |
| 3 | Objects or physical energy in motion changes direction by 90 degrees when entering area |
| 4 | Physical damage (slashing, piercing, etc) or energy (fire, frost, etc) types are randomly swapped when entering, exiting, or passing through |
| 5 | Physical effects in motion halt upon crossing the boundary; movement costs 1/rank squares, projectiles simply stop |
| 6 | One energy type is increased in intensity by 100%, others reduced by 75% |
| 7 | No physical energy or matter may cross the boundary |
| 8 | Physical effects rebound upon their originator |
| 9 | Matter is transmuted to energy and energy to matter |
| 10 | Choose one effect that applies to you, and roll again for everyone else |
| 11 | Choose one effect that applies to you and allies, and roll again for everyone else |
| 12 | Choose one effect that applies to you and allies, and one for enemies |
Green
| Die Roll | Effect |
|---|---|
| 1 | On turn start, heal light damage |
| 2 | Gain +1 size category for 2 rds (duration stacks and refreshes) |
| 3 | Polymorph into random useful creature of same CR |
| 4 | Vines cause rooted (Str mitigates to 50% movement penalty) and disadvantage to attacks against target |
| 5 | On turn start, heal medium damage or remove one condition |
| 6 | Sprout a useful limb or appendage from an equal CR creature for 2 rds (stacks and refreshes) |
| 7 | On turn start, heal heavy damage or remove one condition and heal medium damage |
| 8 | Polymorph into creature of your choice (ally) or caster's choice (enemy) |
| 9 | Roll 1d8 twice; allies choose one, you choose one for enemies |
| 10 | Two results from 1d6 simultaneously |
| 11 | Choose one result from 1-8 for allies and another for enemies |
| 12 | Choose one result from 1-8 for each creature as they enter |
Blue
| Die Roll | Effect |
|---|---|
| 1 | Clothes straightened up, hair done, collections in inventory sorted, weapons sheathed, quivers closed, etc. |
| 2 | Gain Con save to resist motion (wanted or unwanted) |
| 3 | Half of damage suffered by anyone inside is suffered by the pool itself, which has (heavy damage) HP |
| 4 | Concentration powers based inside the area do not end |
| 5 | Advantage to all saves |
| 6 | Damage suffered by anyone inside is shared equally with all inside |
| 7 | Resist 50% (all) |
| 8 | All inside are unable to move to a new square, voluntarily or involuntarily |
| 9 | Immune (random damage type) |
| 10 | Unable to lose any resources (HP, spell slots, items, etc.) |
| 11 | Roll 1d8 twice; allies gain one chosen result, enemies gain the other |
| 12 | Choose one result from 1-8 for allies and one for enemies |
Yellow
| Die Roll | Effect |
|---|---|
| 1 | Bad Luck: suffer disadvantage to all rolls (max 1 failure/rd) |
| 2 | Oops: each action type (e.g. attack, spell) is randomly swapped with a different one (e.g. punch instead of swing sword, Fireball instead of Lightning Bolt) |
| 3 | Animorph: become a useless animal (Con ends) |
| 4 | Scatter: equipment scatters in a burst 3 |
| 5 | Switcheroo: swap bodies with a random target in range (both get Wis to end) |
| 6 | Fusion: two creatures in the area merge into one (both get Con to end) |
| 7 |
Magenta
| Die Roll | Effect |
|---|---|
| 1 | On entering the area, subjects teleport to a random location within range |
| 2 | On entering the area, subjects become phase shifted until they walk through another matching pool spawned randomly within range |
| 3 | Subjects gain random planar traits for 2 rds (stacks/refreshes) |
| 4 | Upon touching the area, from then on, teleport back to area on turn start while the pool exists |
| 5 | Random creature from random plane (of appropriate CR) spawns from the pool and acts according to its instinct; dismissed when pool disappears |
| 6 | Planar characteristics from random plane spill out into surrounding area |
| 7 | Subjects are transported to a random plane (Cha ends) |
| 8 | Everyone in range is teleported to the pool (Cha negates individually) on turn start while active |
| 10 | Subjects are transported to a random plane (Cha ends, max 3 saves) |
| 11 | Subjects are transported to a random location within the current plane, can only return via the pool while it remains open |
| 12 | Subjects are transported to a random plane, can only return via the pool while it remains open |
Cyan
| Die Roll | Effect |
|---|---|
| 1 | Subject must breathe consciously; each round they don't spend an action to do so, they take one level of Exhaustion |
| 2 | Feebleminded while inside area |
| 3 | Addled while inside area |
| 4 | Meek while inside area |
| 5 | Confused while inside area |
| 6 | Charmed while inside area |
| 7 | Subjects can't concentrate while inside area |
| 8 | |
| 9 | Subjects within area are transported to an astral construct of your design (Int ends) |
| 10 | |
| 11 | |
| 12 |