Watering the ground the area around you becomes filled with a slight splash of calm water that calms and soothes the skin and the mind. In a 15-foot sphere centered on you, each creature that ends their turn in the radius gains a number of hit points equal to your spellcasting modifier + the level of the spell slot used to cast this spell. If a creature would restore more hit points than their maximum then the excess becomes temporary hit points that last for 1 minute. This spell also causes life to rejuvenate in the ground and the soil, when you cast this spell the ground around you immediately becomes rich and healthy enough to sustain average plant life, and grass and other vegetation begin to grow from the ground and mature within the next 10 minutes.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, allies regain 1 more hit point per spell level. When cast with a spell slot of 6th level or higher the ground vegetation grows so much to the point where it becomes difficult terrain but loses the ability to be lit on fire or destroyed by any other natural phenomena.
* - (an iron watering can worth 10 gp)
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