Shard's Fury
HAZARD 2 +5 (trained)
Wisps of red energy and violent urges emanate from the crater.
DC 18 Intimidation to overpower the warshard's will, DC 18 Religion to calm the belligerent miasma
Inflame Battle
A creature rolls initiative for combat within 100 feet of the crater
An infectious battle frenzy threatens to overtake all creatures within 100 feet of the crater, driving them to lash out at anything nearby. Affected creatures must attempt a DC 18 Will save.
Critical Success The creature is unaffected.
Success The creature resists the battle frenzy, but takes 1d6 fire damage from the roiling fury coursing through its blood.
Failure As success, and the creature is Slowed 1 as it fights off the frenzy.
Critical Failure The creature is Confused for 1 round.
The residual energies reset after 1 hour.
Pathfinder #216: The Acropolis PyreORC