**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]], choose which of these lights shines on it:
**Healing Light.** The target regains HP equal to 4d12 plus your spellcasting ability modifier.
**Searing Light.** The target makes a DEX 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.
**Classes:** #Cleric