Lightwell
6th-level Conjuration
Casting Time: 1 action
Range: 30 feet
Components: VSM($) (diamond dust worth at least 200 gp, which the spell consumes)
Duration: 10 minutes
You focus your faith in an unoccupied space and conjure a fountain of light, which erupts in a shower of positive energy. The lightwell sheds bright light in a 20-foot radius, and dim light for an additional 20 feet. This counts as sunlight, and dispels magical darkness effects.
The lightwell has 200 hit points of healing energy. For the duration of the spell, you and your allies within 40 feet of the lightwell may draw health from the lightwell as a bonus action, restoring up to 20 hit points. Healing spells cast on the lightwell add the hit points restored to the lightwell, but do not extend the well's duration. Casting this spell on an existing lightwell extends the duration by 10 minutes and adds an additional 200 hit points of healing energy to the well.
At the end of the duration, or once all points of healing have been depleted from the pool, the lightwell vanishes.
Lightwells cannot be targeted or destroyed by normal means, but is affected by dispel magic normally. Constructs and undead cannot draw energy from this well.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of hit points contained within the lightwell increases by 50 hit points for each spell level above 6th.
Source: Homebrew