You place your palm on the target, causing a flash of divine energy to leap into their mind. The target must succeed on a Wisdom saving throw or take 2d6 radiant damage. A creature that’s currently charmed or possessed automatically fails this saving throw, and it must immediately make a saving throw against the effect that’s causing it to be charmed or possessed. The creature gains a bonus to the saving throw equal to the radiant damage taken, and if the effect was of a spell of 2nd level or lower, the saving throw is rolled with advantage.
At Higher Levels. When you cast this spell with a spell slot of 2nd level or higher, the damage increases by 1d6 and the level of effect if it was a spell granting advantage increases by 1, for each slot above 1st.
* - (a splash of holy water)
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