You manipulate the very essence of your magical infusion, gaining the ability to alleviate others' wounds as well as create them.
Once this spell is cast, for 1 minute when you cast any spell that deals Fire, Thunder, Lightning, Cold, Acid, or Poison damage, you may instead choose to heal ALL creatures hit by the effects of the spell for half of the total amount. All other parameters of the spell remain the same (e.g. Fireball still invokes a Dexterity Saving Throw against your spell DC, where a success would invoke the full heal, and a failure only half as your target tries to align itself with your spell).
When this spell is cast at higher levels, its duration increases by 12 seconds for each spell slot used of Level 3 or higher. Subsequent spells used to invoke healing must be of at least 1 Spell Slot Level lower than the level used to cast Benign Evocation.
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