SFS Standard Warp World [two-actions] Focus 4

Range within your quantum field
Area 10-foot burst
Defense Fortitude
Duration 1 round

You recreate a powerful event from another world in your current reality. All creatures in the area must attempt a Fortitude save. The damage and effects caused by warp world are determined by rolling 1d6, as detailed on the following table.

Heightened (+1) Damage increases by 1d12, persistent damage increases by 1d6.
Warp World Effects
D6Effect
1Supernova: An exploding sun deals 4d12 fire damage and 1d6 persistent electrical damage. On a critical failure, creatures take double damage and are dazzled for 1 round.
2Earthquake: The ground shakes, dealing 4d12 bludgeoning damage. On a critical failure, creatures take double damage and are knocked prone.
3Inferno: A volcanic eruption or firestorm deals 4d12 fire damage. Everything within the aura is concealed by smoke for 1 round. On a critical failure, creatures take double damage and are sickened 1.
4Eldritch Storm: A howling tempest of psychic energy deals 4d12 sonic damage and 1d6 persistent mental damage. On a critical failure, creatures take double damage and are confused for 1 round.
5Flash Freeze: A storm from an arctic planet deals 4d12 cold damage. On a critical failure, creatures take double damage and are slowed 1 for 1 round.
6Radioactive Blast: The echo of a nuclear reaction deals 4d12 bludgeoning damage and 1d6 persistent fire damage. On a critical failure, creatures take double damage, they take 1d6 persistent poison damage and are fatigued as long as the persistent poison damage lasts.