Level
1st
Casting Time
1 Action
Range/Area
Self
60 ft.
Components
S
Duration
1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Healing
You channel the power of nature to absorb the light around you and heal. For the duration of the spell, you heal yourself a certain amount of hit points depending on the light level around you.
- In normal light levels or bright light, you heal 1d8 + spellcasting modifier hit points at the start of your turn.
- In dim light, you heal 1d6 + spellcasting modifier hit points at the start of your turn.
- In darkness, you heal 1d4 + spellcasting modifier hit points at the start of your turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1 die for each slot level above 1st.
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