Spell Description
Magical spring water starts sprouting from a point you chose within range. For the duration, a creature (not undead or construct) can use an action to drink from the water. Each turn a creature spends drinking from this water, it gains one of the following benefits:
Remove an effect that cause it to be confused, diseased, poisoned, or weakened.
Remove all reductions to the target’s hit point maximum.
Reduce any exhaustion levels by one.
Remove reductions to one of the target's ability scores.
Remove one short or long-term madness effect.
The creature cannot die from old age for the next 10 days.
Each turn this spell is in effect, dead and withered plants in a 5-foot-radius from the water source magically spring back to life. The radius of this effect increases by 5 feet at the beginning of your turn while you maintain concentration. If you place the spring on a slope, the water trickles downwards, up to 10 feet each round, creating a stream instead of a point from where this effect spreads.
Rejuvenating Spring
6th level, primal (conjuration)
|
|
Casting Time
1 action
Duration
1 minute (concentration)
|
Range
30 feet
Components
V,S,M*
|
*this spell requires
untouched water in a crystal vial worth at least 200 gp, which the spell consumes
|