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 centered on a point within range. For each creature you can see in the , choose which of these lights shines on it:
Healing Light. The target regains equal to 4d12 plus your spellcasting ability modifier.
Searing Light. 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, fills the , and when you move on your turn, you can also move the up to 30 feet.
Whenever the moves into the space of a creature you can see and whenever a creature you can see enters the 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.
At Higher Levels: The healing and damage increase by 1d12 for each spell slot level above 7.