Spell
Conjure Celestial
REG-33D0142A
Spell
Conjure Celestial
Spell Briefing
Level
Level 7
School
Conjuration
Casting Time
1 action
Range
90 feet
Components
V, S
Duration
Concentration, up to 10 minute
Classes
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder [Area of Effect] centered on a point within range. For each creature you can see in the Cylinder [Area of Effect], choose which of these lights shines on it:
- Healing Light. The target regains Hit Points 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, Bright Light fills the Cylinder [Area of Effect], and when you move on your turn, you can also move the Cylinder [Area of Effect] up to 30 feet.
Whenever the Cylinder [Area of Effect] moves into the space of a creature you can see and whenever a creature you can see enters the Cylinder [Area of Effect] 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
Using a Higher-Level Spell Slot
The healing and damage increase by 6d12 for each spell slot level above 7.
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Classes: Cleric
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Subclasses: Sorcerer (Divine Soul)