D&D 5e spell · SRD 5.2

Conjure Celestial

Level
7
School
Conjuration
Casting time
Action
Range
90 ft
Duration
10 minutes
Components
V, S
Ritual
No
Concentration
Yes

Description

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 Hit Points equal to 4d12 plus your spellcasting ability modifier.

Searing Light. The target must succeed on a Dexterity saving throw or take 6d12 Radiant damage.

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, choose a creature that's touched by the Cylinder that isn't a Construct or an Undead; that creature takes 6d12 Radiant damage.

At higher levels

The healing and damage increase by 1d12 for each spell slot level above 7.

Classes

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