You reach out and touch a creature and imbue it with a number of defensive properties. The creature gains a dark blue aura and must remain within 120ft of you or the spell ends. The aura has a maximum number of hit points equal to 10 + 5x the level at which the spell was cast. The aura starts with 10 hit points, +1d4 hit points for each level used to cast the spell. Whenever the creature takes damage, the aura takes an equal amount of damage. If the aura drops to 0 hit points, the spell ends. The aura regains 1d4 hit points at the start of each of the caster's turns. The aura grants the following properties:
-- The creature gets +1 AC and it's minimum AC is equal to 12 + Spell Level.
-- Whenever the creature takes any type of damage, other than poison or psychic, the damage is reduced by 2.
-- The creature gets a +2 Bonus to saving throws against the effects of spells.
As a bonus action, the caster may heal the aura by rolling the same amount dice that the aura heals naturally at the start of the caster's turn.
When cast at higher levels: For each level cast above 2nd, the targeted creature gets an additional +1 reduction to damage, and gets an additional +1 Bonus to saving throws against the effects of spells. For every two levels cast above 2nd, the aura regains an additional 1d4 hit points at the start of the caster's turn. The spell cannot be cast above 6th level, however you can cast the spell using a spell slot of 7th level or higher.
* - (Any object belonging to the targeted creature.)
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