As an action, you can channel the life force of the surrounding flora, causing a 20-foot-radius sphere centered on a point within range to burst forth with verdant energy. Each creature of your choice in that area must make a Constitution saving throw, as magical pheromones fill the air around them, dealing 4d8 poison damage on a failed save or half as much damage on a successful one. Additionally, allies are rejuvenated by the healing essence of the plants, gaining hit points equal to half of the damage dealt. This effect persists as long as you maintain concentration and can be used again as an Action on your turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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