Summon 3 floating rings of rings water above creatures within 20ft of you that aid and heal them. Each ring restores 1d4 plus your Spellcasting Modifer amount of Hit Points at the start of the caster's turns and gives affected allies +1 to attack and damage rolls. A creature may have more than one ring, which merges them, upgrading the healing die and increasing the bonus to attack and damage rolls accordingly.
As a Bonus Action, the caster or affected creature can pop the halo, activating its healing twice, then dispelling that halo and ending its effect on that creature. Causing a downed creature to get up from its magical healing will also automatically pop the halo. If the halo goes unpopped, it will pop automatically when the duration is up.
Casting this spell while it's already active extends the duration of pre-existing halos.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, number of halos increases by 1 for each slot level above 4th. (Merged halo healing caps at 1d12)
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