Sapping Slumber
HAZARD 3 +7 (trained)
Ritual circles barely anchor the ancient stasis magic, which dissipates erratically when disturbed.
Hero-God Lore or DC 16 Occultism to convince the magic that it's fulfilled its objective; DC 18 Arcana, DC 18 Nature, or DC 18 Religion short-circuit the stasis magic; or DC 20 Thievery to disable the ritual circles.
AC 16; Fort +12, Ref +6
Hardness 5, HP 42 (BT 21); Immunities critical hits, precision
Soporific Backlash (sleep)
A creature physically contacts Merosyne
The stasis affecting Merosyne is disrupted, but as the magic dissipates, it tries to escape into other nearby bodies, like electricity arcing toward nearby metal. Creatures other than Merosyne within 15 feet of the circles must attempt a DC 21 Fortitude save.
Success The creature is unaffected.
Failure The creature is Drained 1. While drained by this effect, the PC takes a circumstance penalty equal to their drained value on all checks made as part of a reaction (such as Reactive Strike attack rolls).
Critical Failure As failure, but the creature is Drained 2.
Pathfinder #216: The Acropolis PyreORC