Blasphemous Blood
COMPLEX HAZARD 5(2 actions) The hazard sprays a sizzling gout of cursed blood from the neck stumps of each of the defiled statues of Pharasma for each of its actions. If a statue is disabled or destroyed, the hazard loses that corresponding action. Each gout targets a randomly determined non-sahkil creature in area C13, who must then attempt a DC 22 Reflex save against the following effects. After dark, this trap gains 4 actions instead of 2, with each statue firing two gouts of blood. Regardless of how many gouts are fired, a creature can be targeted only once per round by these gouts.
Critical Success The target is unaffected.
Success The target takes 2d6 spirit damage.
Failure The target takes 2d8 spirit damage, 1d6 persistent bleed damage, and is exposed to the curse of death's blood.
Critical Failure The target takes 4d8 spirit damage, 2d6 persistent bleed damage, and is exposed to the curse of death's blood (and takes a –2 circumstance penalty to save against the curse).