You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
A silvery beam of righteous moonlight shines down in a 20-foot- radius, 90-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. On a failed save it takes 1d4 radiant damage and has disadvantage on attack rolls until the end of its next turn, on successful save it takes only half the damage. When you cast this spells you can choose which creatures are unaffected by the spell.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.
An orb of radiant power forming a line 60 feet long and 5 feet wide blasts out from you in a direction you choose. Creatures in the orb's path must make a Dexterity saving throw or take 2d10 radiant damage, or half as much on a successful save.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
A light golden dome radiates from your chest, empowering allies around you. Up to five creatures within 15-feet of you gain a number of temporary hitpoints equal to your level + your spellcasting ability modifier.
You conjure a 10 foot square aura of divine healing at any point on the ground within 60 feet. This spell lasts until the beginning of your next turn, at which point up to four creatures you designate that are standing within the well regain hit points equal to 2d6 + your spellcasting ability modifier.
When you cast this spell using a spell slot of 3rd level or higher, you increase the healing done by 1d6. If cast at a 6th level or higher, the well grows to 20 feet by 20 feet and can affect any number of creatures standing within its radius.
You create a uncomfortably bright flash of light. Each creature in a 15-foot-radius sphere centered on you must make a Dexterity saving throw. A creature is blinded for the duration on a failed save.
At the end of each of an affected creature's turns, it can make a Constitution saving throw. On a success, the spell ends on that creature.