{"name":"Arcane Beacon","level":"6th","casting_time":"1 action","rangearea":"60 feet","components":"V, S, M (a small crystal prism)","duration":"Concentration, up to 10 minutes","school":"abjuration","attacksave":"","damageeffect":"","description":"[p]You conjure an arcane beacon at a point within range. The beacon radiates an aura of protective energy with the following effects:[\/p]\r\n[ol]\r\n- [b]Healing Aura:[br][\/b]At the start of each allied creature\u2019s 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.\r\n- [b]Teleportation:[br][\/b]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.\r\n- [b]Beacon Stability:[br][\/b]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.\r\n[\/ol]\r\n[p][\/p]\r\n","higherlevel":"[p][b]At Higher Levels.[\/b] 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.[\/p]\r\n[p][\/p]\r\n","available":"Vitalist","imageid":"6249890","source":"Homebrew","vintage":"0","tags":"spell, healing, defense, control","isShared":"on","templateId":"17213","blockId":"1507729","world":"f43a1341-fc2b-45dc-91ea-c883452e5559","folder":"34526"}