Level
7th
Casting Time
1 Action
Range/Area
90 ft. (10 ft. )
Components
V, S
Duration
Concentration 10 Minutes
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Radiant

You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40- foot-high Cylinder centered on a point within range. Until the spell ends, Bright Light fills the Cylinder, and when you Move on your turn, you can also move the Cylinder up to 30 feet.

When a creature enters the Cylinder for the first time on a turn or starts its turn there, you can bathe that creature in one of the following lights:

Healing Light. The creature that isn’t an Undead or a Construct regains Hit Points equal to 4d12 plus your spellcasting modifier. A creature can be healed by this light only once per casting of this spell.

Searing Radiance. The creature must make a Dexterity saving throw, taking 8d12 Radiant damage on a failed save or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of level 8 or higher, the healing and damage increase by 1d12 for each slot level above 7.

Spell Tags: Healing Summoning Damage Combat

Available For: Cleric (Legacy)

DrJanItor07

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