You call upon spirits of nature to create a soothing haven, creating a natural hot spring. The area can be as small as a 20 ft. cube, or as large as a 60 ft. cube. There must be sufficient space to hold the hot springs, and it cannot occupy the same space as buildings or other structures. While the spring exists, it has the following effects:
Restorative Waters. The magic of this hot spring is always the perfect temperature, regardless of the weather. While in the hot spring, a creature...
- can reduce any levels of Exhaustion it has by 1 for each hour it spends within the spring's water.
- regains a number of hit points equal to your spellcasting ability modifier for every 10 minutes it spends within the spring's water.
- is cleansed of any poisons or diseases, including the Poisoned condition, after spending 1 hour within the spring's water.
- gains a bonus to initiative rolls equal to your spellcasting ability modifier for the next 8 hours after spending at least 1 hour in the spring's water.
Spring Wardens. You can call on eight wardens to protect the hot spring. Each warden uses the statistics of a Steam Mephit, except that they share your alignment, and cannot speak. Each warden follows your spoken commands while in the area (no action required). If you do not give the wardens commands, and no intruders are present, the wardens do nothing - otherwise, the wardens will defend the spring to the best of their ability. The wardens cannot leave the hot spring's area, and when the spell ends the magic animating them disappears, and they dissipate into steam.
If you cast this spell in the same area every day for a year, the spring becomes permanent, and the material components used for the spell are consumed.
* - (gems, fragrant oils, and aromatic herbs worth 500 gp each)
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