6TH ABJURATION
Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M (a small crystal prism)
Duration: Concentration, up to 10 minutes
Description: You conjure an arcane beacon at a point within range. The beacon radiates an aura of protective energy with the following effects:
- Healing Aura:
At the start of each allied creature’s turn within 30 feet of the beacon, that creature gains temporary hit points equal to 1d8 + your spellcasting ability modifier. These temporary hit points do not stack with other sources of temporary hit points.
- Teleportation:
As a bonus action on their turn, an allied creature within 60 feet of the beacon can teleport to an unoccupied space within 5 feet of the beacon, provided they have line of sight to the beacon.
- Beacon Stability:
The beacon has an AC of 15 and hit points equal to 10 + your Vitalist level. It is immune to poison and psychic damage. If the beacon is destroyed, the spell ends.
Using a Higher-Level Spell Slot: At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the temporary hit points increase by 1d8 for each slot level above 6th.
Available For: Vitalist