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