You summon a mighty ornate bell, and a massive mallet in your hand, both glowing with divine energy. You decide where to place the bell, which must be placed within range of the spell, on na unoccupied 10x10 ft. space. The bell is corporeal and can't be damaged in any way, but it doesn't completely fill the space it occupies, meaning creatures can move through its space if they squeeze past, and the highest cover it can provide is 3/4 cover.
The Divine Mallet created by this spell acts like a Warhammer with a +2 bonus to attack and damage rolls, which also deals 1d8 additional Radiant damage whenever it hits. In addition, you may choose to convert all of the damage it deals to Radiant damage.
Once per turn, you may choose to use one of your attacks with the Divine Mallet to hit the bell you summoned. This attack hits automatically, and as you strike the bell, it emits a baleful deep ring and all creatures of your choice within 60 ft. must make a Wisdom saving throw or take 4d12 Radiant damage, halved on a successful save. The bell also automatically rings once at the moment when you summon it. No other method can make the bell ring. (If two clerics cast this spell, they can each only ring the bell that they have summonned themselves.)
Whenever during the spell's duration, you can use an action to teleport the bell to a suitable space within 60 ft. of you.
* - (A large ornate bell worth at least 200 gp.)
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