Image prompttowering pillar of blinding gold-white light, radiant celestial spirit manifesting within, blazing wings and halo, beams of warm healing light bathing allies, searing lances of radiance striking foes, cleric with both arms lifted, emissary of the Upper Planes, magnificent shaft of divine power, towering over grimdark ruin, epic wide shot, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition
Level 7ConjurationCleric

Level 7 Conjuration

  • Casting Time: Action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the Cylinder, Healing Light. choose which of these lights shines on it: The target regains Hit Points equal Searing Light. to 4d12 plus your spellcasting ability modifier. The target makes a Dexterity saving throw, taking 6d12 Radiant damage on a failed save or half as much damage on a successful one. 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. Whenever the Cylinder moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.

Using a Higher-Level Spell Slot. The healing and damage increase by 1d12 for each spell slot level above 7.