Sanguine Fountain (Conjuration Spell)

by Cardinal Theodore Maxwell

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Sanguine Fountain

School: conjuration (creation) [blood]
Level: sanguine sorcerer 9
Casting Time: 1 round
Components: V, S, M (a goblet of sanguine wine worth 9,000 gp)
Range: medium (100 ft. + 10 ft./level)
Area: cylinder (300 ft. radius, 30 ft. height)
Duration: 1 hour/level (or until destroyed)
Saving Throw: none
Spell Resistance: no
Description: You create an ornate marble fountain that has blood (instead of water) flowing through it; the fountain is 30 ft. long, 30 ft. wide, and 10 ft. tall. However, most of the blood that flows through the fountain spills over its side and spreads across the ground in a crimson tide; this tide of blood extends outwards 270 ft. away from the fountain in every direction. Additionally, an aura of sanguine energy emanates from the fountain and spreads through the air; this aura extends upwards 20 ft. above the fountain and 30 ft. above the tide of blood. Sanguine Fountain's area of effect is comprised of three sections: the area that is encompassed by the fountain itself, the area that is encompassed by the tide of blood, and the area that is encompassed by the sanguine aura.

Upon spawning, the fountain contains a number of Blood Charges equal to your caster level; it can store no more than 800 Blood Charges at any given time. Whenever a being (except a sanguine horror or sanguine sorcerer) that is within Sanguine Fountain's area of effect takes bleed damage, the fountain gains a number of Blood Charges equal to the amount of damage that they took. While a sanguine horror is within the area that is encompassed by the tide of blood, it can spend a free action in order to become absorbed by the fountain; it loses a number of hitpoints equal to its current hitpoint total (in which case it dies) and the fountain gains a number of Blood Charges equal to the number of hitpoints that it lost. While you are within (or adjacent to) the area that is encompassed by the fountain itself, you can spend a move action in order to drink from it, in which case the fountain loses a number of Blood Charges of your choosing and you gain a number of hitpoints equal to the number of Blood Charges that it lost.

Whenever a being (except a sanguine horror or sanguine sorcerer) that is within Sanguine Fountain's area of effect dies, a sanguine horror spawns at their location. Every sanguine horror that spawns from the fountain is automatically placed under the control of the being that cast Sanguine Fountain (who can communicate with them telepathically). However, a sanguine horror cannot act autonomously; if it is not given any orders, it will not take any actions (unless it is attacked, in which case it will retaliate). You can control no more than six sanguine horrors at any given time; if the spawning of a sanguine horror(s) would cause the number of sanguine horrors under your control to exceed six, a number of sanguine horrors (of your choosing) immediately become absorbed by the fountain (such that the total number of sanguine horrors under your control remains less than or equal to six). While a sanguine horror is not within the area of effect of a sanguine fountain, its fast healing ability is inverted. When the duration of Sanguine Fountain ends, every sanguine horror that had been spawned from the fountain dies.

The effects of Sanguine Fountain can neither be suppressed by an Anti Magic Field nor be dispelled by Dispel Magic or Greater Dispel Magic.
However, if the fountain is destroyed, the duration of Sanguine Fountain ends prematurely; the fountain has 1,600 hitpoints.





FAQ

Q: What does "its fast healing ability is inverted" mean?

A: It means that the sanguine horror loses 8 hitpoints at the beginning of each round (instead of gaining 8 hitpoints at the beginning of each round).