Sanguine Reinforcement
School: necromancy [blood]
Level: sanguine sorcerer 8
Casting Time: 1 standard action
Components: V, S
Range: touch
Target: one sanguine horror
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: yes (harmless)
Description: You gain healing amplification 25%. Additionally, while you are within the area of effect of a sanguine fountain, you gain [x] temporary hitpoints at the beginning of each round.
[x] is equal to the number of Blood Charges stored within that fountain divided by twenty (rounded down)
FAQ
Q: How long do the temporary hitpoints granted by the effect of Sanguine Reinforcement last?
A: The temporary hitpoints granted by the effect of Sanguine Reinforcement expire after 1 round.