Abyssal Firestorm Surge (9-10)
HAZARD 9 +20 (expert)
High winds and forest fires intensified by Abyssal energy batters everything in the surge's path.
DC 33 Arcana, DC 33 Nature, DC 33 Occultism, or DC 33 Religion (trained) to redirect the storm surge or Dispel Magic (5th rank, counteract DC 26) to nullify it.
Surge
The storm of wind and fire suddenly surges over everyone in the area. When this hazard activates, roll 1d10 to determine the effect and type of damage.
- 1-2 Firestorm Embers and burning debris gets whipped around as the wind suddenly shifts direction, dealing 1d10 bludgeoning damage and 1d10+13 fire damage (DC 28 basic Reflex save).
- 3-4 Battering Debris Wreckage rains down throughout the area, dealing 2d10+13 bludgeoning damage (DC 28 basic Fortitude save).
- 5-6 Abyssal Energy The storm blows about debris that has absorbed Abyssal energies. Creatures who come into contact with this debris are exposed to Abyssal plague.
- 7-8 Sharp Rain The storm picks up various objects, some of which are particularly sharp. The storm deals 1d10 bludgeoning damage and 1d10+13 piercing damage (DC 28 basic Reflex save).
- 9-10 Soot Storm Large amounts of soot blow in on the wind. The soot moves with supernatural malice, seeking out the lungs of any creatures caught nearby. Any creature that needs to breathe must succeed at a DC 28 Fortitude save or become Sickened 1 (sickened 2 on a critical failure). The sickened condition can't end or be reduced until a creature has spent 10 minutes breathing clean air.
Abyssal Plague (disease)
Pathfinder Society Scenario #2-24: Breaking The Storm: Parting CloudsOGL