7th Level Conjuration
1 Minute+Casting Time
1 minute
Range
90 feet
Components
V, S
Duration
Concentration, Up to 1 hour
Draconic
“Drekuleternix Solkaarmagnrath Vidraxeternix Beguilmagnrath”
Elvish
“Eryala Calad Henduil Gwilithë or-arda”
2024 Edition Description
You conjure a spirit from the Upper Planes that manifests as a pillar of light in an unoccupied space you can see within range. The light fills a 10-foot-radius, 40-foot-high Cylinder for the duration. When the pillar appears, each creature of your choice in the Cylinder makes a Dexterity saving throw, taking 7d12 Radiant damage on a failed save or half as much on a successful one. On each of your turns after you conjure the pillar, you can take a Bonus Action to move it up to 30 feet. Whenever the pillar enters a hostile creature's space, that creature makes the Dexterity save against the pillar's damage, and a creature can't make that save against the pillar more than once per turn. Within the Cylinder, you can heal a creature that you touch. Roll 7d12; the creature regains a number of hit points equal to that total. When you heal a creature this way, the pillar vanishes.
The Radiant damage and healing both increase by 1d12 for each slot level above 7.